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https://github.com/raysan5/raylib.git
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REDESIGNED: Shapes texture/rec moved to shapes module
This commit is contained in:
46
src/rlgl.h
46
src/rlgl.h
@@ -577,11 +577,8 @@ RLAPI int rlGetVersion(void); // Returns current OpenGL
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RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
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RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
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RLAPI Shader rlGetShaderDefault(void); // Get default shader
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RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
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RLAPI Texture2D rlGetShapesTexture(void); // Get texture to draw shapes
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RLAPI Rectangle rlGetShapesTextureRec(void); // Get texture rectangle to draw shapes
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RLAPI void rlSetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
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RLAPI Shader rlGetShaderDefault(void); // Get default shader
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RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
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// Render batch management
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// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
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@@ -840,8 +837,6 @@ typedef struct rlglData {
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Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
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int stackCounter; // Matrix stack counter
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Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
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Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
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unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
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unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
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unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
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@@ -1871,10 +1866,6 @@ void rlglInit(int width, int height)
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RLGL.State.framebufferWidth = width;
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RLGL.State.framebufferHeight = height;
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// Init texture and rectangle used on basic shapes drawing
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RLGL.State.shapesTexture = rlGetTextureDefault();
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RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
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TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
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#endif
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@@ -1987,37 +1978,6 @@ Texture2D rlGetTextureDefault(void)
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return texture;
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}
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// Get texture to draw shapes
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Texture2D rlGetShapesTexture(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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Texture2D texture = { 0 };
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return texture;
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#else
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return RLGL.State.shapesTexture;
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#endif
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}
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// Get texture rectangle to draw shapes
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Rectangle rlGetShapesTextureRec(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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Rectangle rec = { 0 };
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return rec;
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#else
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return RLGL.State.shapesTextureRec;
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#endif
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}
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// Define default texture used to draw shapes
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void rlSetShapesTexture(Texture2D texture, Rectangle source)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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RLGL.State.shapesTexture = texture;
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RLGL.State.shapesTextureRec = source;
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#endif
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}
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// Render batch management
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//------------------------------------------------------------------------------------------------
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// Load render batch
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@@ -2881,7 +2841,7 @@ void *rlReadTexturePixels(Texture2D texture)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// glGetTexImage() is not available on OpenGL ES 2.0
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// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
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// Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
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// Two possible Options:
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// 1 - Bind texture to color fbo attachment and glReadPixels()
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// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
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