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https://github.com/raysan5/raylib.git
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Find a better mechanism to avoid FBO on OpenGL 2.1 if required #1290
This commit is contained in:
14
src/rlgl.h
14
src/rlgl.h
@@ -125,6 +125,8 @@
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#define GRAPHICS_API_OPENGL_33
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#define GRAPHICS_API_OPENGL_33
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#endif
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#endif
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#define SUPPORT_RENDER_TEXTURES_HINT
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Defines and Macros
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@@ -1379,7 +1381,7 @@ void rlTextureParameters(unsigned int id, int param, int value)
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// Enable rendering to texture (fbo)
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// Enable rendering to texture (fbo)
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void rlEnableRenderTexture(unsigned int id)
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void rlEnableRenderTexture(unsigned int id)
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{
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{
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#if !defined(GRAPHICS_API_OPENGL_21) && (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)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
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//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
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@@ -1390,7 +1392,7 @@ void rlEnableRenderTexture(unsigned int id)
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// Disable rendering to texture
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// Disable rendering to texture
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void rlDisableRenderTexture(void)
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void rlDisableRenderTexture(void)
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{
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{
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#if !defined(GRAPHICS_API_OPENGL_21) && (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)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glEnable(GL_CULL_FACE);
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//glEnable(GL_CULL_FACE);
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@@ -1446,7 +1448,7 @@ void rlDeleteTextures(unsigned int id)
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// Unload render texture from GPU memory
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// Unload render texture from GPU memory
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void rlDeleteRenderTextures(RenderTexture2D target)
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void rlDeleteRenderTextures(RenderTexture2D target)
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{
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{
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#if !defined(GRAPHICS_API_OPENGL_21) && (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)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
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if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
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if (target.depth.id > 0)
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if (target.depth.id > 0)
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{
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{
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@@ -2224,7 +2226,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
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{
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{
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RenderTexture2D target = { 0 };
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RenderTexture2D target = { 0 };
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#if !defined(GRAPHICS_API_OPENGL_21) && (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)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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if (useDepthTexture && RLGL.ExtSupported.texDepth) target.depthTexture = true;
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if (useDepthTexture && RLGL.ExtSupported.texDepth) target.depthTexture = true;
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// Create the framebuffer object
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// Create the framebuffer object
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@@ -2277,7 +2279,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
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// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
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// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
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void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType)
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void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType)
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{
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{
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#if !defined(GRAPHICS_API_OPENGL_21) && (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)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
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if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
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@@ -2296,7 +2298,7 @@ bool rlRenderTextureComplete(RenderTexture target)
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{
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{
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bool result = false;
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bool result = false;
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#if !defined(GRAPHICS_API_OPENGL_21) && (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)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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