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#include "main.h"
#include "state.h"
#include "lua_core.h"
#include "textures.h"
#include "lgl.h"
/*
## OpenGL - Framebuffer management
*/
/*
> 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
*/
int lglBlitFramebuffer( lua_State *L ) {
if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
lua_pushnil( L );
return 1;
}
Rectangle srcRect = uluaGetRectangle( L, 3 );
Rectangle dstRect = uluaGetRectangle( L, 4 );
int mask = luaL_checkinteger( L, 5 );
int filter = luaL_checkinteger( L, 6 );
if ( lua_isnil( L, 1 ) ) {
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
}
else {
RenderTexture *srcTex = uluaGetRenderTexture( L, 1 );
glBindFramebuffer( GL_READ_FRAMEBUFFER, srcTex->id );
}
if ( lua_isnil( L, 2 ) ) {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
}
else {
RenderTexture *dstTex = uluaGetRenderTexture( L, 2 );
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 );
return 1;
}
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