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@@ -182,6 +182,13 @@ typedef struct {
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unsigned char a;
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unsigned char a;
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} pixel;
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} pixel;
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+// Framebuffer Object type
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+typedef struct {
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+ GLuint id;
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+ GLuint colorTextureId;
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+ GLuint depthTextureId;
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+} FBO;
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+
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#if defined(RLGL_STANDALONE)
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#if defined(RLGL_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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#endif
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#endif
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@@ -238,7 +245,7 @@ static bool texCompPVRTSupported = false; // PVR texture compression support
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static bool texCompASTCSupported = false; // ASTC texture compression support
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static bool texCompASTCSupported = false; // ASTC texture compression support
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// Framebuffer object and texture
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// Framebuffer object and texture
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-static GLuint fbo, fboColorTexture, fboDepthTexture;
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+static FBO postproFbo;
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static Model postproQuad;
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static Model postproQuad;
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// Shaders related variables
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// Shaders related variables
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@@ -278,6 +285,9 @@ static void UpdateBuffers(void);
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static char *TextFileRead(char *fn);
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static char *TextFileRead(char *fn);
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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+
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+FBO rlglLoadFBO(int width, int height);
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+void rlglUnloadFBO(FBO fbo);
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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@@ -776,10 +786,10 @@ void rlDeleteTextures(unsigned int id)
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}
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}
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// Enable rendering to postprocessing FBO
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// Enable rendering to postprocessing FBO
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-void rlEnableFBO(void)
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+void rlEnablePostproFBO()
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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+ glBindFramebuffer(GL_FRAMEBUFFER, postproFbo.id);
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#endif
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#endif
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}
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}
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@@ -910,8 +920,8 @@ void rlglInit(void)
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#elif defined(GLAD_EXTENSIONS_LOADER)
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#elif defined(GLAD_EXTENSIONS_LOADER)
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// NOTE: glad is generated and contains only required OpenGL version and core extensions
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// NOTE: glad is generated and contains only required OpenGL version and core extensions
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- if (!gladLoadGL()) TraceLog(ERROR, "Failed to initialize glad\n");
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- //if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) TraceLog(ERROR, "Failed to initialize glad\n");
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+ //if (!gladLoadGL()) TraceLog(ERROR, "Failed to initialize glad\n");
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+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) TraceLog(ERROR, "Failed to initialize glad\n"); // No GLFW3 in this module...
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if (GLAD_GL_VERSION_3_3)
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if (GLAD_GL_VERSION_3_3)
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{
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{
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@@ -1080,44 +1090,78 @@ void rlglInit(void)
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// Init postpro system
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// Init postpro system
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// NOTE: Uses global variables screenWidth and screenHeight
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// NOTE: Uses global variables screenWidth and screenHeight
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+// Modifies global variables: postproFbo, postproQuad
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void rlglInitPostpro(void)
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void rlglInitPostpro(void)
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{
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{
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+ postproFbo = rlglLoadFBO(screenWidth, screenHeight);
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+
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+ if (postproFbo.id > 0)
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+ {
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+ // Create a simple quad model to render fbo texture
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+ VertexData quadData;
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+
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+ quadData.vertexCount = 6;
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+
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+ float w = screenWidth;
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+ float h = screenHeight;
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+
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+ float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
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+ float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
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+ float quadNormals[6*3] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0 };
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+ unsigned char quadColors[6*4] = { 255 };
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+
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+ quadData.vertices = quadPositions;
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+ quadData.texcoords = quadTexcoords;
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+ quadData.normals = quadNormals;
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+ quadData.colors = quadColors;
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+
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+ postproQuad = rlglLoadModel(quadData);
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+
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+ // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
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+ }
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+}
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+
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+// Load a framebuffer object
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+FBO rlglLoadFBO(int width, int height)
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+{
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+ FBO fbo;
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+ fbo.id = 0;
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+
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Create the texture that will serve as the color attachment for the framebuffer
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// Create the texture that will serve as the color attachment for the framebuffer
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- glGenTextures(1, &fboColorTexture);
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- glBindTexture(GL_TEXTURE_2D, fboColorTexture);
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+ glGenTextures(1, &fbo.colorTextureId);
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+ glBindTexture(GL_TEXTURE_2D, fbo.colorTextureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
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- glGenRenderbuffers(1, &fboDepthTexture);
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- glBindRenderbuffer(GL_RENDERBUFFER, fboDepthTexture);
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- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
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+ glGenRenderbuffers(1, &fbo.depthTextureId);
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+ glBindRenderbuffer(GL_RENDERBUFFER, fbo.depthTextureId);
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
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// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions)
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// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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/*
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/*
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- glGenTextures(1, &fboDepthTexture);
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- glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
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+ glGenTextures(1, &fbo.depthTextureId);
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+ glBindTexture(GL_TEXTURE_2D, fbo.depthTextureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GetScreenWidth(), GetScreenHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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*/
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*/
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-
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// Create the framebuffer object
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// Create the framebuffer object
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- glGenFramebuffers(1, &fbo);
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- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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+ glGenFramebuffers(1, &fbo.id);
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+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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// Attach color texture and depth renderbuffer to FBO
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// Attach color texture and depth renderbuffer to FBO
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- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboColorTexture, 0);
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- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboDepthTexture);
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+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0);
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+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo.depthTextureId);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@@ -1135,36 +1179,26 @@ void rlglInitPostpro(void)
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
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default: break;
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default: break;
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}
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}
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- }
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- else
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- {
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- TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
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-
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- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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-
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- // Create a simple quad model to render fbo texture
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- VertexData quadData;
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-
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- quadData.vertexCount = 6;
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-
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- float w = screenWidth;
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- float h = screenHeight;
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- float quadPositions[6*3] = { w, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, h, 0.0, 0, h, 0.0, w, h, 0.0, w, 0.0, 0.0 };
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- float quadTexcoords[6*2] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 };
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- float quadNormals[6*3] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0 };
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- unsigned char quadColors[6*4] = { 255 };
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-
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- quadData.vertices = quadPositions;
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- quadData.texcoords = quadTexcoords;
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- quadData.normals = quadNormals;
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- quadData.colors = quadColors;
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-
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- postproQuad = rlglLoadModel(quadData);
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-
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- // NOTE: fboColorTexture id must be assigned to postproQuad model shader
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+ glDeleteTextures(1, &fbo.colorTextureId);
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+ glDeleteTextures(1, &fbo.depthTextureId);
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}
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}
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+ else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
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+
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+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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#endif
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+
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+ return fbo;
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+}
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+
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+// Unload framebuffer object
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+void rlglUnloadFBO(FBO fbo)
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+{
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+ glDeleteFramebuffers(1, &fbo.id);
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+ glDeleteTextures(1, &fbo.colorTextureId);
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+ glDeleteTextures(1, &fbo.depthTextureId);
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+
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+ TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id);
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}
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}
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// Vertex Buffer Object deinitialization (memory free)
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// Vertex Buffer Object deinitialization (memory free)
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@@ -1223,9 +1257,9 @@ void rlglClose(void)
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glDeleteTextures(1, &whiteTexture);
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glDeleteTextures(1, &whiteTexture);
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TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
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TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
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- if (fbo != 0)
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+ if (postproFbo.id != 0)
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{
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{
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- glDeleteFramebuffers(1, &fbo);
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+ rlglUnloadFBO(postproFbo);
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// Unload postpro quad model data
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// Unload postpro quad model data
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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@@ -1240,7 +1274,7 @@ void rlglClose(void)
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rlDeleteVertexArrays(postproQuad.mesh.vaoId);
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rlDeleteVertexArrays(postproQuad.mesh.vaoId);
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- TraceLog(INFO, "[FBO %i] Unloaded postprocessing data", fbo);
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+ TraceLog(INFO, "Unloaded postprocessing data");
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}
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}
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free(draws);
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free(draws);
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@@ -2010,7 +2044,7 @@ unsigned char *rlglReadScreenPixels(int width, int height)
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}
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}
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// Read texture pixel data
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// Read texture pixel data
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-// NOTE: Retrieving pixel data from GPU not supported on OpenGL ES 2.0
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+// NOTE: Retrieving pixel data from GPU (glGetTexImage()) not supported on OpenGL ES 2.0
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void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
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void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
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{
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{
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void *pixels = NULL;
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void *pixels = NULL;
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@@ -2028,11 +2062,31 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
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int glFormat = 0, glType = 0;
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int glFormat = 0, glType = 0;
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unsigned int size = width*height;
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unsigned int size = width*height;
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+
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+ // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1
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+ // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 and data must be swizzled
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switch (format)
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switch (format)
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{
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{
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+#if defined(GRAPHICS_API_OPENGL_11)
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case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
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case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha)
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case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
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case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels)
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+#elif defined(GRAPHICS_API_OPENGL_33)
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+ case UNCOMPRESSED_GRAYSCALE: // 8 bit per pixel (no alpha)
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+ {
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+ pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE;
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+
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+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
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+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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+ } break;
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+ case UNCOMPRESSED_GRAY_ALPHA: // 16 bpp (2 channels)
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+ {
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+ pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE;
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+
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+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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+ } break;
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+#endif
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case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
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case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp
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case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
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case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp
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case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
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case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha)
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@@ -2052,6 +2106,44 @@ void *rlglReadTexturePixels(unsigned int textureId, unsigned int format)
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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#endif
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+#if defined(GRAPHICS_API_OPENGL_ES2)
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+ // TODO: Look for some way to retrieve texture width and height from id
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+ int width = 1024;
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+ int height = 1024;
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+
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+ FBO fbo = rlglLoadFBO(width, height);
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+
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+ // NOTE: Altenatively we can bind texture to color fbo and glReadPixels()
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+
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+ // Render texture to fbo
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+ glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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+ glClearColor(0.0, 0.0, 0.0, 0.0);
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+ glClearDepthf(1.0f);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+ glViewport(0, 0, width, height);
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+ //glMatrixMode(GL_PROJECTION);
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+ //glLoadIdentity();
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+ rlOrtho(0.0, width, height, 0.0, 0.0, 1.0);
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+ //glMatrixMode(GL_MODELVIEW);
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+ //glLoadIdentity();
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+ //glDisable(GL_TEXTURE_2D);
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+ //glDisable(GL_BLEND);
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+ glEnable(GL_DEPTH_TEST);
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+
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+ //Model quad = GenModelQuad(width, height);
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+ //DrawModel(quad, (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
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|
|
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+
|
|
|
|
+ pixels = (unsigned char *)malloc(width*height*4*sizeof(unsigned char));
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|
|
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+
|
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|
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+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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+
|
|
|
|
+ // Bind framebuffer 0, which means render to back buffer
|
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
+
|
|
|
|
+ // Clean up temporal fbo
|
|
|
|
+ rlglUnloadFBO(fbo);
|
|
|
|
+#endif
|
|
|
|
+
|
|
return pixels;
|
|
return pixels;
|
|
}
|
|
}
|
|
|
|
|
|
@@ -2282,7 +2374,7 @@ void SetPostproShader(Shader shader)
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|
SetModelShader(&postproQuad, shader);
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|
SetModelShader(&postproQuad, shader);
|
|
|
|
|
|
Texture2D texture;
|
|
Texture2D texture;
|
|
- texture.id = fboColorTexture;
|
|
|
|
|
|
+ texture.id = postproFbo.colorTextureId;
|
|
texture.width = screenWidth;
|
|
texture.width = screenWidth;
|
|
texture.height = screenHeight;
|
|
texture.height = screenHeight;
|
|
|
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|