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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 ( !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 ) ) {
lua_pushboolean( L, false );
return 1;
}
if ( srcTexId == -1 ) {
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
}
else {
glBindFramebuffer( GL_READ_FRAMEBUFFER, state->renderTextures[ srcTexId ]->id );
}
if ( dstTexId == -1 ) {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
}
else {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, state->renderTextures[ dstTexId ]->id );
}
glBlitFramebuffer(
srcRect.x, srcRect.y, srcRect.width, srcRect.height,
dstRect.x, dstRect.y, dstRect.width, dstRect.height,
mask,
filter
// GL_COLOR_BUFFER_BIT, // mask
// GL_NEAREST // filter
);
lua_pushboolean( L, true );
return 1;
}
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