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@@ -421,21 +421,25 @@ void DrawGameplayScreen(void)
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DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE);
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// Draw wave
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- // NOTE: Old drawing method, replaced by rendertarget
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- //DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
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- //DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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- //DrawRectangleLines(20, 20, 1240, 140, DARKGRAY);
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- //DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY);
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-
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- // Draw wave using render target
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- ClearBackground(BLANK);
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- BeginTextureMode(waveTarget);
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- DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
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- EndTextureMode();
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-
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- // TODO: Apply antialiasing shader
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- DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
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- DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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+ if (waveTarget.texture.id <= 0) // Render target could not be loaded (OpenGL 1.1)
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+ {
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+ // Draw wave directly on screen
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+ DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON);
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+ DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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+ }
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+ else
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+ {
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+ // Draw wave using render target
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+ ClearBackground(BLANK);
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+ BeginTextureMode(waveTarget);
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+ DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
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+ EndTextureMode();
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+
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+ // TODO: Apply antialiasing shader
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+
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+ DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
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+ DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
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+ }
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}
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// Gameplay Screen Unload logic
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