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#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 ( !isValidRenderTexture( L, 1) || !isValidRenderTexture( 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;
}
RenderTexture2D srcTex = uluaGetRenderTexture( L, 1 );
RenderTexture2D dstTex = uluaGetRenderTexture( 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 ( lua_tointeger( L, 1 ) == -1 ) {
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
}
else {
glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex.id );
}
if ( lua_tointeger( L, 2 ) == -1 ) {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
}
else {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, dstTex.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;
}
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