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Review BeginTextureMode() usage

Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
pull/1847/head
Ray 3 years ago
parent
commit
716e26aa37
8 changed files with 109 additions and 139 deletions
  1. +11
    -11
      examples/core/core_split_screen.c
  2. +12
    -16
      examples/core/core_vr_simulator.c
  3. +16
    -20
      examples/core/core_window_letterbox.c
  4. +19
    -28
      examples/shaders/shaders_custom_uniform.c
  5. +15
    -17
      examples/shaders/shaders_eratosthenes.c
  6. +20
    -22
      examples/shaders/shaders_julia_set.c
  7. +11
    -23
      examples/shaders/shaders_postprocessing.c
  8. +5
    -2
      src/core.c

+ 11
- 11
examples/core/core_split_screen.c View File

@ -89,7 +89,7 @@ int main(void)
// this moves thigns at 10 world units per second, regardless of the actual FPS
float offsetThisFrame = 10.0f*GetFrameTime();
// Move player 1 forward and backwards (no turning)
// Move Player1 forward and backwards (no turning)
if (IsKeyDown(KEY_W))
{
cameraPlayer1.position.z += offsetThisFrame;
@ -101,7 +101,7 @@ int main(void)
cameraPlayer1.target.z -= offsetThisFrame;
}
// Move player 2 forward and backwards (no turning)
// Move Player2 forward and backwards (no turning)
if (IsKeyDown(KEY_UP))
{
cameraPlayer2.position.x += offsetThisFrame;
@ -116,7 +116,7 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
// Draw player 1's view to the render texture
// Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer1);
@ -125,7 +125,7 @@ int main(void)
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
EndTextureMode();
// Draw player 2's view to the render texture
// Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer2);
@ -134,21 +134,21 @@ int main(void)
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
EndTextureMode();
// Draw both view render textures to the screen side by side
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(BLACK);
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(screenPlayer1);
UnloadRenderTexture(screenPlayer2);
UnloadTexture(textureGrid);
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
UnloadTexture(textureGrid); // Unload texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

+ 12
- 16
examples/core/core_vr_simulator.c View File

@ -105,30 +105,26 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
BeginTextureMode(target);
ClearBackground(RAYWHITE);
BeginVrStereoMode(config);
BeginMode3D(camera);
BeginTextureMode(target);
ClearBackground(RAYWHITE);
BeginVrStereoMode(config);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
EndMode3D();
EndVrStereoMode();
EndTextureMode();
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
EndMode3D();
EndVrStereoMode();
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(distortion);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

+ 16
- 20
examples/core/core_window_letterbox.c View File

@ -48,11 +48,11 @@ int main(void)
Color colors[10] = { 0 };
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@ -79,37 +79,33 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw everything in the render texture, note this will not be rendered on screen, yet
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
// Draw everything in the render texture, note this will not be rendered on screen, yet
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
EndTextureMode();
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear screen background
// Draw RenderTexture2D to window, properly scaled
// Draw render texture to screen, properly scaled
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

+ 19
- 28
examples/shaders/shaders_custom_uniform.c View File

@ -65,11 +65,11 @@ int main(void)
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@ -81,55 +81,46 @@ int main(void)
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
DrawGrid(10, 1.0f); // Draw a grid
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background
// Enable shader using the custom uniform
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw some 2d text over drawn texture
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

+ 15
- 17
examples/shaders/shaders_eratosthenes.c View File

@ -46,11 +46,11 @@ int main(void)
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@ -59,35 +59,33 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload texture
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

+ 20
- 22
examples/shaders/shaders_julia_set.c View File

@ -75,15 +75,15 @@ int main(void)
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
int incrementSpeed = 0; // Multiplier of speed to change c value
bool showControls = true; // Show controls
bool pause = false; // Pause animation
int incrementSpeed = 0; // Multiplier of speed to change c value
bool showControls = true; // Show controls
bool pause = false; // Pause animation
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
@ -145,20 +145,19 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
// Using a render texture to draw Julia set
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear the screen of the previous frame.
// Using a render texture to draw Julia set
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
ClearBackground(BLACK); // Clear screen background
// Draw the saved texture and rendered julia set with shader
// NOTE: We do not invert texture on Y, already considered inside shader
@ -176,17 +175,16 @@ int main(void)
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, RAYWHITE);
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, RAYWHITE);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

+ 11
- 23
examples/shaders/shaders_postprocessing.c View File

@ -124,50 +124,38 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
// Render previously generated texture using selected postpro shader
// Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw 2d shapes and text over drawn texture
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload all postpro shaders
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);

+ 5
- 2
src/core.c View File

@ -1942,7 +1942,10 @@ void ClearBackground(Color color)
// Setup canvas (framebuffer) to start drawing
void BeginDrawing(void)
{
CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
// WARNING: Previously to BeginDrawing() other render textures drawing could happen,
// consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
CORE.Time.update = CORE.Time.current - CORE.Time.previous;
CORE.Time.previous = CORE.Time.current;
@ -2045,7 +2048,7 @@ void EndDrawing(void)
CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
}
PollInputEvents(); // Poll user events
PollInputEvents(); // Poll user events (before next frame update)
#endif
#if defined(SUPPORT_EVENTS_AUTOMATION)

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