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6 Commits
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37149082e8
| Author | SHA1 | Date | |
|---|---|---|---|
| 37149082e8 | |||
| 0e57a572b4 | |||
| beabb1300d | |||
| 218a806ec2 | |||
| 317c1eaeeb | |||
| 3da2fc1bf8 |
67
examples/shaders/resources/shaders/glsl100/ascii.fs
Normal file
67
examples/shaders/resources/shaders/glsl100/ascii.fs
Normal file
@ -0,0 +1,67 @@
|
||||
#version 100
|
||||
|
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precision mediump float;
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||||
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||||
// Input from the vertex shader
|
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varying vec2 fragTexCoord;
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||||
|
||||
// Output color for the screen
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varying vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec2 resolution;
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uniform float fontSize;
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float greyScale(in vec3 col) {
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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float character(float n, vec2 p)
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{
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p = floor(p * vec2(4.0, -4.0) + 2.5);
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// Check if the coordinate is inside the 5x5 grid (0 to 4).
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
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if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
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return 1.0; // The bit is on, so draw this part of the character.
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}
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}
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return 0.0; // The bit is off, or we are outside the grid.
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}
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|
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// -----------------------------------------------------------------------------
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// Main shader logic
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// -----------------------------------------------------------------------------
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void main()
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{
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vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
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vec2 uvCellSize = charPixelSize / resolution;
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vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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float gray = greyScale(cellColor);
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float n = 4096;
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// limited character set
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if (gray > 0.2) n = 65600.0; // :
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if (gray > 0.3) n = 163153.0; // *
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if (gray > 0.4) n = 15255086.0; // o
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if (gray > 0.5) n = 13121101.0; // &
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if (gray > 0.6) n = 15252014.0; // 8
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if (gray > 0.7) n = 13195790.0; // @
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if (gray > 0.8) n = 11512810.0; // #
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vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
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vec2 p = localUV * 2.0 - 1.0;
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float charShape = character(n, p);
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vec3 final_col = cellColor * charShape;
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gl_FragColor = vec4(final_col, 1.0);
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}
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65
examples/shaders/resources/shaders/glsl120/ascii.fs
Normal file
65
examples/shaders/resources/shaders/glsl120/ascii.fs
Normal file
@ -0,0 +1,65 @@
|
||||
#version 120
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|
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// Input from the vertex shader
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varying vec2 fragTexCoord;
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|
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// Output color for the screen
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varying vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec2 resolution;
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uniform float fontSize;
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|
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float greyScale(in vec3 col) {
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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float character(float n, vec2 p)
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{
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p = floor(p * vec2(4.0, -4.0) + 2.5);
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// Check if the coordinate is inside the 5x5 grid (0 to 4).
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
|
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|
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if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
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||||
return 1.0; // The bit is on, so draw this part of the character.
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}
|
||||
}
|
||||
|
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return 0.0; // The bit is off, or we are outside the grid.
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||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Main shader logic
|
||||
// -----------------------------------------------------------------------------
|
||||
void main()
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{
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vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
|
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vec2 uvCellSize = charPixelSize / resolution;
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||||
|
||||
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
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||||
|
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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float gray = greyScale(cellColor);
|
||||
|
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float n = 4096;
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|
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// limited character set
|
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if (gray > 0.2) n = 65600.0; // :
|
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if (gray > 0.3) n = 163153.0; // *
|
||||
if (gray > 0.4) n = 15255086.0; // o
|
||||
if (gray > 0.5) n = 13121101.0; // &
|
||||
if (gray > 0.6) n = 15252014.0; // 8
|
||||
if (gray > 0.7) n = 13195790.0; // @
|
||||
if (gray > 0.8) n = 11512810.0; // #
|
||||
|
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vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
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|
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vec2 p = localUV * 2.0 - 1.0;
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||||
|
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float charShape = character(n, p);
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vec3 final_col = cellColor * charShape;
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gl_FragColor = vec4(final_col, 1.0);
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}
|
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63
examples/shaders/resources/shaders/glsl330/ascii.fs
Normal file
63
examples/shaders/resources/shaders/glsl330/ascii.fs
Normal file
@ -0,0 +1,63 @@
|
||||
#version 330
|
||||
|
||||
// Input from the vertex shader
|
||||
in vec2 fragTexCoord;
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|
||||
// Output color for the screen
|
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out vec4 finalColor;
|
||||
|
||||
uniform sampler2D texture0;
|
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uniform vec2 resolution;
|
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uniform float fontSize;
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|
||||
float GreyScale(in vec3 col)
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||||
{
|
||||
return dot(col, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
|
||||
float GetCharacter(float n, vec2 p)
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||||
{
|
||||
p = floor(p*vec2(4.0, -4.0) + 2.5);
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||||
|
||||
// Check if the coordinate is inside the 5x5 grid (0 to 4)
|
||||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
|
||||
{
|
||||
if (int(mod(n/exp2(p.x + 5.0 * p.y), 2.0)) == 1)
|
||||
{
|
||||
return 1.0; // The bit is on, so draw this part of the character
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0; // The bit is off, or we are outside the grid
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Main shader logic
|
||||
// -----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
vec2 charPixelSize = vec2(fontSize, fontSize*1.8);
|
||||
vec2 uvCellSize = charPixelSize/resolution;
|
||||
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
|
||||
|
||||
vec3 cellColor = texture(texture0, cellUV).rgb;
|
||||
float gray = GreyScale(cellColor);
|
||||
|
||||
float n = 4096;
|
||||
|
||||
// Limited character set
|
||||
if (gray > 0.2) n = 65600.0; // :
|
||||
if (gray > 0.3) n = 163153.0; // *
|
||||
if (gray > 0.4) n = 15255086.0; // o
|
||||
if (gray > 0.5) n = 13121101.0; // &
|
||||
if (gray > 0.6) n = 15252014.0; // 8
|
||||
if (gray > 0.7) n = 13195790.0; // @
|
||||
if (gray > 0.8) n = 11512810.0; // #
|
||||
|
||||
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
|
||||
vec2 p = localUV*2.0 - 1.0;
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||||
|
||||
float charShape = GetCharacter(n, p);
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||||
|
||||
finalColor = vec4(cellColor*charShape, 1.0);
|
||||
}
|
||||
117
examples/shaders/shaders_ascii_rendering.c
Normal file
117
examples/shaders/shaders_ascii_rendering.c
Normal file
@ -0,0 +1,117 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - ascii rendering
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering");
|
||||
|
||||
// Texture to test static drawing
|
||||
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
|
||||
// Texture to test moving drawing
|
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Texture2D raysan = LoadTexture("resources/raysan.png");
|
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|
||||
// Load shader to be used on postprocessing
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
|
||||
|
||||
// These locations are used to send data to the GPU
|
||||
int resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
|
||||
|
||||
// Set the character size for the ASCII effect
|
||||
float fontSize = 4.0f;
|
||||
|
||||
// Send the updated values to the shader
|
||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
|
||||
float circleSpeed = 1.0f;
|
||||
|
||||
// RenderTexture to apply the postprocessing later
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
circlePos.x += circleSpeed;
|
||||
|
||||
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw our scene to a render texture first
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
|
||||
DrawTexture(fudesumi, 500, -30, WHITE);
|
||||
DrawTextureV(raysan, circlePos, WHITE);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
// Draw the render texture containing scene
|
||||
// The shader will process every pixel on the screen
|
||||
DrawTextureRec(target.texture,
|
||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, 40, BLACK);
|
||||
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(fudesumi); // Unload texture
|
||||
UnloadTexture(raysan); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_ascii_rendering.png
Normal file
BIN
examples/shaders/shaders_ascii_rendering.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
6147
src/external/miniaudio.h
vendored
6147
src/external/miniaudio.h
vendored
File diff suppressed because it is too large
Load Diff
3512
src/external/rlsw.h
vendored
3512
src/external/rlsw.h
vendored
File diff suppressed because it is too large
Load Diff
@ -1233,7 +1233,7 @@ void SwapScreenBuffer(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
// NOTE: We use a preprocessor condition here because `rlCopyFramebuffer` is only declared for software rendering
|
||||
SDL_Surface* surface = SDL_GetWindowSurface(platform.window);
|
||||
SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
|
||||
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
|
||||
SDL_UpdateWindowSurface(platform.window);
|
||||
#else
|
||||
|
||||
@ -818,14 +818,14 @@ void SwapScreenBuffer(void)
|
||||
platform.prevBO = bo;
|
||||
#else
|
||||
// Software rendering buffer swap
|
||||
if ((-1 == platform.fd) || !platform.connector || (platform.modeIndex < 0))
|
||||
if ((platform.fd == -1) || !platform.connector || (platform.modeIndex < 0))
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the software rendered color buffer
|
||||
int bufferWidth, bufferHeight;
|
||||
int bufferWidth = 0, bufferHeight = 0;
|
||||
void *colorBuffer = swGetColorBuffer(&bufferWidth, &bufferHeight);
|
||||
if (!colorBuffer)
|
||||
{
|
||||
@ -849,7 +849,7 @@ void SwapScreenBuffer(void)
|
||||
#endif
|
||||
|
||||
// Create a dumb buffer for software rendering
|
||||
struct drm_mode_create_dumb creq = {0};
|
||||
struct drm_mode_create_dumb creq = { 0 };
|
||||
creq.width = width;
|
||||
creq.height = height;
|
||||
creq.bpp = bpp;
|
||||
@ -863,28 +863,25 @@ void SwapScreenBuffer(void)
|
||||
|
||||
// Create framebuffer with the correct format
|
||||
uint32_t fb = 0;
|
||||
result = drmModeAddFB(platform.fd,
|
||||
width, height,
|
||||
depth, bpp, creq.pitch,
|
||||
creq.handle, &fb);
|
||||
result = drmModeAddFB(platform.fd, width, height, depth, bpp, creq.pitch, creq.handle, &fb);
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d (%s)", result, strerror(errno));
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
}
|
||||
|
||||
// Map the dumb buffer to copy our software rendered buffer
|
||||
struct drm_mode_map_dumb mreq = {0};
|
||||
struct drm_mode_map_dumb mreq = { 0 };
|
||||
mreq.handle = creq.handle;
|
||||
result = drmIoctl(platform.fd, DRM_IOCTL_MODE_MAP_DUMB, &mreq);
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Failed to map dumb buffer: %s", strerror(errno));
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -896,7 +893,7 @@ void SwapScreenBuffer(void)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Failed to mmap dumb buffer: %s", strerror(errno));
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
dreq.handle = creq.handle;
|
||||
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
|
||||
return;
|
||||
@ -919,10 +916,7 @@ void SwapScreenBuffer(void)
|
||||
|
||||
// Find a CRTC compatible with the connector
|
||||
uint32_t crtcId = 0;
|
||||
if (platform.crtc)
|
||||
{
|
||||
crtcId = platform.crtc->crtc_id;
|
||||
}
|
||||
if (platform.crtc) crtcId = platform.crtc->crtc_id;
|
||||
else
|
||||
{
|
||||
// Find a CRTC that's compatible with this connector
|
||||
@ -939,10 +933,7 @@ void SwapScreenBuffer(void)
|
||||
|
||||
// Check which CRTCs are compatible with this connector
|
||||
drmModeEncoder *encoder = NULL;
|
||||
if (platform.connector->encoder_id)
|
||||
{
|
||||
encoder = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
|
||||
}
|
||||
if (platform.connector->encoder_id) encoder = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
|
||||
|
||||
if (encoder && encoder->crtc_id)
|
||||
{
|
||||
@ -962,6 +953,7 @@ void SwapScreenBuffer(void)
|
||||
platform.crtc = crtc;
|
||||
break;
|
||||
}
|
||||
|
||||
if (crtc) drmModeFreeCrtc(crtc);
|
||||
}
|
||||
}
|
||||
@ -981,9 +973,7 @@ void SwapScreenBuffer(void)
|
||||
}
|
||||
|
||||
// Set CRTC with better error handling
|
||||
result = drmModeSetCrtc(platform.fd, crtcId, fb, 0, 0,
|
||||
&platform.connector->connector_id, 1,
|
||||
mode);
|
||||
result = drmModeSetCrtc(platform.fd, crtcId, fb, 0, 0, &platform.connector->connector_id, 1, mode);
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d (%s)", result, strerror(errno));
|
||||
@ -1001,10 +991,7 @@ void SwapScreenBuffer(void)
|
||||
if (platform.prevFB)
|
||||
{
|
||||
result = drmModeRmFB(platform.fd, platform.prevFB);
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: drmModeRmFB() failed with result: %d", result);
|
||||
}
|
||||
if (result != 0) TRACELOG(LOG_WARNING, "DISPLAY: drmModeRmFB() failed with result: %d", result);
|
||||
}
|
||||
|
||||
platform.prevFB = fb;
|
||||
@ -1249,7 +1236,7 @@ int InitPlatform(void)
|
||||
// In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected
|
||||
// This might be a hardware or software limitation like on Raspberry Pi Zero with composite output
|
||||
// WARNING: Accept CONNECTED, UNKNOWN and even those without encoder_id connectors for software mode
|
||||
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->count_modes > 0)//(con->encoder_id))
|
||||
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->count_modes > 0))
|
||||
{
|
||||
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
// For hardware rendering, we need an encoder_id
|
||||
@ -1259,10 +1246,7 @@ int InitPlatform(void)
|
||||
platform.connector = con;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i connected but no encoder", i);
|
||||
}
|
||||
else TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i connected but no encoder", i);
|
||||
#else
|
||||
// For software rendering, we can accept even without encoder_id
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i suitable for software rendering", i);
|
||||
|
||||
24
src/rlgl.h
24
src/rlgl.h
@ -776,8 +776,8 @@ RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attac
|
||||
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
|
||||
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
RLAPI void rlCopyFramebuffer(int x, int y, int w, int h, int format, void* pixels);
|
||||
RLAPI void rlResizeFramebuffer(int width, int height);
|
||||
RLAPI void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels); // Copy framebuffer pixel data to internal buffer
|
||||
RLAPI void rlResizeFramebuffer(int width, int height); // Resize internal framebuffer
|
||||
#endif
|
||||
|
||||
// Shaders management
|
||||
@ -846,7 +846,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
#define RLSW_IMPL
|
||||
#define RLSW_IMPLEMENTATION
|
||||
#define SW_MALLOC(sz) RL_MALLOC(sz)
|
||||
#define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz)
|
||||
#define SW_FREE(ptr) RL_FREE(ptr)
|
||||
@ -2357,9 +2357,10 @@ void rlglInit(int width, int height)
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
if (!swInit(width, height))
|
||||
int result = swInit(width, height); // Initialize software renderer backend
|
||||
if (result == 0)
|
||||
{
|
||||
TRACELOG(RL_LOG_ERROR, "RLGL: Software renderer initialization failed!");
|
||||
TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
|
||||
exit(-1);
|
||||
}
|
||||
#endif
|
||||
@ -2385,14 +2386,14 @@ void rlglClose(void)
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
rlUnloadRenderBatch(RLGL.defaultBatch);
|
||||
|
||||
rlUnloadShaderDefault(); // Unload default shader
|
||||
rlUnloadShaderDefault(); // Unload default shader
|
||||
|
||||
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
|
||||
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
swClose();
|
||||
swClose(); // Unload sofware renderer resources
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2703,6 +2704,7 @@ void *rlGetProcAddress(const char *procName)
|
||||
int rlGetVersion(void)
|
||||
{
|
||||
int glVersion = 0;
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
glVersion = RL_OPENGL_11_SOFTWARE;
|
||||
#elif defined(GRAPHICS_API_OPENGL_11)
|
||||
@ -3747,13 +3749,15 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
|
||||
}
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
void rlCopyFramebuffer(int x, int y, int w, int h, int format, void* pixels)
|
||||
// Copy framebuffer pixel data to internal buffer
|
||||
void rlCopyFramebuffer(int x, int y, int width, int height, int format, void* pixels)
|
||||
{
|
||||
unsigned int glInternalFormat, glFormat, glType;
|
||||
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
|
||||
swCopyFramebuffer(x, y, w, h, glFormat, glType, pixels);
|
||||
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); // Get OpenGL texture format
|
||||
swCopyFramebuffer(x, y, width, height, glFormat, glType, pixels);
|
||||
}
|
||||
|
||||
// Resize internal framebuffer
|
||||
void rlResizeFramebuffer(int width, int height)
|
||||
{
|
||||
swResizeFramebuffer(width, height);
|
||||
|
||||
10
src/rtext.c
10
src/rtext.c
@ -1452,7 +1452,7 @@ Rectangle GetGlyphAtlasRec(Font font, int codepoint)
|
||||
char **LoadTextLines(const char *text, int *count)
|
||||
{
|
||||
int lineCount = 1;
|
||||
int textSize = strlen(text);
|
||||
int textSize = (int)strlen(text);
|
||||
|
||||
// Text pass to get required line count
|
||||
for (int i = 0; i < textSize; i++)
|
||||
@ -1679,7 +1679,7 @@ char *GetTextBetween(const char *text, const char *begin, const char *end)
|
||||
|
||||
if (beginIndex > -1)
|
||||
{
|
||||
int beginLen = strlen(begin);
|
||||
int beginLen = (int)strlen(begin);
|
||||
int endIndex = TextFindIndex(text + beginIndex + beginLen, end);
|
||||
|
||||
if (endIndex > -1)
|
||||
@ -1758,15 +1758,15 @@ char *TextReplaceBetween(const char *text, const char *begin, const char *end, c
|
||||
|
||||
if (beginIndex > -1)
|
||||
{
|
||||
int beginLen = strlen(begin);
|
||||
int beginLen = (int)strlen(begin);
|
||||
int endIndex = TextFindIndex(text + beginIndex + beginLen, end);
|
||||
|
||||
if (endIndex > -1)
|
||||
{
|
||||
endIndex += (beginIndex + beginLen);
|
||||
|
||||
int textLen = strlen(text);
|
||||
int replaceLen = (replacement == NULL)? 0 : strlen(replacement);
|
||||
int textLen = (int)strlen(text);
|
||||
int replaceLen = (replacement == NULL)? 0 : (int)strlen(replacement);
|
||||
int toreplaceLen = endIndex - beginIndex - beginLen;
|
||||
result = (char *)RL_CALLOC(textLen + replaceLen - toreplaceLen + 1, sizeof(char));
|
||||
|
||||
|
||||
@ -811,8 +811,8 @@ Image GenImageColor(int width, int height, Color color)
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -863,8 +863,8 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start,
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -900,8 +900,8 @@ Image GenImageGradientRadial(int width, int height, float density, Color inner,
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -949,8 +949,8 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner,
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -974,8 +974,8 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -997,8 +997,8 @@ Image GenImageWhiteNoise(int width, int height, float factor)
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -1048,8 +1048,8 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
@ -1113,8 +1113,8 @@ Image GenImageCellular(int width, int height, int tileSize)
|
||||
.data = pixels,
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
|
||||
};
|
||||
|
||||
return image;
|
||||
|
||||
Reference in New Issue
Block a user