56 lines
1.5 KiB
C
56 lines
1.5 KiB
C
#include "main.h"
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#include "state.h"
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#include "lua_core.h"
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#include "textures.h"
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#include "lgl.h"
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/*
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## OpenGL - Framebuffer management
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*/
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/*
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> RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )
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Copy a block of pixels from one framebuffer object to another.
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Use -1 RenderTexture for window framebuffer
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*/
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int lglBlitFramebuffer( lua_State *L ) {
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if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
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lua_pushnil( L );
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return 1;
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}
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Rectangle srcRect = uluaGetRectangle( L, 3 );
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Rectangle dstRect = uluaGetRectangle( L, 4 );
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int mask = luaL_checkinteger( L, 5 );
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int filter = luaL_checkinteger( L, 6 );
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if ( lua_isnil( L, 1 ) ) {
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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}
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else {
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RenderTexture *srcTex = uluaGetRenderTexture( L, 1 );
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glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
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}
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if ( lua_isnil( L, 2 ) ) {
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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}
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else {
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RenderTexture *dstTex = uluaGetRenderTexture( L, 2 );
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex->id );
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}
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glBlitFramebuffer(
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srcRect.x, srcRect.y, srcRect.width, srcRect.height,
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dstRect.x, dstRect.y, dstRect.width, dstRect.height,
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mask,
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filter
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);
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glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
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glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
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return 1;
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}
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