Added support for render to texture (use RenderTexture2D)

Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
This commit is contained in:
raysan5
2016-03-30 20:09:16 +02:00
parent 1136d4222f
commit 66b096d978
8 changed files with 210 additions and 13 deletions

View File

@@ -183,6 +183,13 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// Material type
typedef struct Material {
Shader shader;
@@ -248,9 +255,12 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
@@ -268,6 +278,7 @@ void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture