|
@@ -785,6 +785,20 @@ void rlDisableTexture(void)
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
+void rlEnableRenderTexture(unsigned int id)
|
|
|
+{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void rlDisableRenderTexture(void)
|
|
|
+{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
// Enable depth test
|
|
|
void rlEnableDepthTest(void)
|
|
|
{
|
|
@@ -803,6 +817,16 @@ void rlDeleteTextures(unsigned int id)
|
|
|
glDeleteTextures(1, &id);
|
|
|
}
|
|
|
|
|
|
+// Unload render texture from GPU memory
|
|
|
+void rlDeleteRenderTextures(RenderTexture2D target)
|
|
|
+{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
+ glDeleteFramebuffers(1, &target.id);
|
|
|
+ glDeleteTextures(1, &target.texture.id);
|
|
|
+ glDeleteTextures(1, &target.depth.id);
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
// Enable rendering to postprocessing FBO
|
|
|
void rlEnablePostproFBO()
|
|
|
{
|
|
@@ -1163,7 +1187,7 @@ FBO rlglLoadFBO(int width, int height)
|
|
|
glDeleteTextures(1, &fbo.colorTextureId);
|
|
|
glDeleteTextures(1, &fbo.depthTextureId);
|
|
|
}
|
|
|
- else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo);
|
|
|
+ else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo.id);
|
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
#endif
|
|
@@ -1833,6 +1857,98 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
|
|
|
return id;
|
|
|
}
|
|
|
|
|
|
+// Load a texture to be used for rendering (fbo with color and depth attachments)
|
|
|
+RenderTexture2D rlglLoadRenderTexture(int width, int height)
|
|
|
+{
|
|
|
+ RenderTexture2D target;
|
|
|
+
|
|
|
+ target.id = 0;
|
|
|
+
|
|
|
+ target.texture.id = 0;
|
|
|
+ target.texture.width = width;
|
|
|
+ target.texture.height = height;
|
|
|
+ target.texture.format = UNCOMPRESSED_R8G8B8;
|
|
|
+ target.texture.mipmaps = 1;
|
|
|
+
|
|
|
+ target.depth.id = 0;
|
|
|
+ target.depth.width = width;
|
|
|
+ target.depth.height = height;
|
|
|
+ target.depth.format = 19; //DEPTH_COMPONENT_16BIT
|
|
|
+ target.depth.mipmaps = 1;
|
|
|
+
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
+ // Create the texture that will serve as the color attachment for the framebuffer
|
|
|
+ glGenTextures(1, &target.texture.id);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, target.texture.id);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+
|
|
|
+#define USE_DEPTH_RENDERBUFFER
|
|
|
+#if defined(USE_DEPTH_RENDERBUFFER)
|
|
|
+ // Create the renderbuffer that will serve as the depth attachment for the framebuffer.
|
|
|
+ glGenRenderbuffers(1, &target.depth.id);
|
|
|
+ glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
|
|
|
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
|
|
|
+
|
|
|
+#elif defined(USE_DEPTH_TEXTURE)
|
|
|
+ // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
|
|
|
+ // A renderbuffer is simpler than a texture and could offer better performance on embedded devices
|
|
|
+ glGenTextures(1, &target.depth.id);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, target.depth.id);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Create the framebuffer object
|
|
|
+ glGenFramebuffers(1, &target.id);
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, target.id);
|
|
|
+
|
|
|
+ // Attach color texture and depth renderbuffer to FBO
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
|
|
|
+#if defined(USE_DEPTH_RENDERBUFFER)
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
|
|
|
+#elif defined(USE_DEPTH_TEXTURE)
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
|
|
|
+#endif
|
|
|
+
|
|
|
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
+
|
|
|
+ if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
|
+ {
|
|
|
+ TraceLog(WARNING, "Framebuffer object could not be created...");
|
|
|
+
|
|
|
+ switch(status)
|
|
|
+ {
|
|
|
+ case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
|
|
|
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
|
|
|
+#if defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break;
|
|
|
+#endif
|
|
|
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break;
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+
|
|
|
+ glDeleteTextures(1, &target.texture.id);
|
|
|
+ glDeleteTextures(1, &target.depth.id);
|
|
|
+ glDeleteFramebuffers(1, &target.id);
|
|
|
+ }
|
|
|
+ else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
+#endif
|
|
|
+
|
|
|
+ return target;
|
|
|
+}
|
|
|
+
|
|
|
+// Update already loaded texture in GPU with new data
|
|
|
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data)
|
|
|
{
|
|
|
glBindTexture(GL_TEXTURE_2D, id);
|