#include "main.h" #include "state.h" #include "lua_core.h" #include "textures.h" #include "lgl.h" /* ## OpenGL - Framebuffer management */ /* > success = RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter ) Copy a block of pixels from one framebuffer object to another. Use -1 RenderTexture for window framebuffer. - Failure return false - Success return true */ int lglBlitFramebuffer( lua_State *L ) { if ( !lua_isnumber( L, 1) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_isnumber( L, 6 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter )" ); lua_pushboolean( L, false ); return 1; } int srcTexId = lua_tointeger( L, 1 ); int dstTexId = lua_tointeger( L, 2 ); Rectangle srcRect = uluaGetRectangleIndex( L, 3 ); Rectangle dstRect = uluaGetRectangleIndex( L, 4 ); int mask = lua_tointeger( L, 5 ); int filter = lua_tointeger( L, 6 ); // if ( ( !validRenderTexture( srcTexId ) && srcTexId != -1 ) && ( !validRenderTexture( dstTexId ) && dstTexId != -1 ) ) { if ( ( !validTexture( srcTexId, TEXTURE_TYPE_RENDER_TEXTURE ) && srcTexId != -1 ) && ( !validTexture( dstTexId, TEXTURE_TYPE_RENDER_TEXTURE ) && dstTexId != -1 ) ) { lua_pushboolean( L, false ); return 1; } if ( srcTexId == -1 ) { glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); } else { glBindFramebuffer( GL_READ_FRAMEBUFFER, state->textures[ srcTexId ]->renderTexture.id ); } if ( dstTexId == -1 ) { glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ); } else { glBindFramebuffer( GL_DRAW_FRAMEBUFFER, state->textures[ dstTexId ]->renderTexture.id ); } glBlitFramebuffer( srcRect.x, srcRect.y, srcRect.width, srcRect.height, dstRect.x, dstRect.y, dstRect.width, dstRect.height, mask, filter ); glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 ); glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ); lua_pushboolean( L, true ); return 1; }