Blit single pixel onto target RenderTarget (cave-game)
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@@ -40,6 +40,12 @@ public:
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/// Blit a render target onto another. Will break if they're not the same size.
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static void Blit(const RenderTarget& source, RenderTarget* destination);
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/// Blit a single pixel onto a Render Target.
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/// @param color The color to render.
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/// @param position The position in the destination to draw the pixel.
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/// @param destination The destination RenderTarget.
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static void Blit(const Color4& color, const Vector2& position, RenderTarget* destination);
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[[nodiscard]] bool TextureCreatedByRenderTarget() const;
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public:
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[[nodiscard]] Vector2 GetDimensions() const;
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4
main.cpp
4
main.cpp
@@ -132,6 +132,7 @@ public:
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float fov = 90;
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float sprite_radians = 0;
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bool fov_increasing = true;
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int blit_pos = 0;
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void display() {
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@@ -195,7 +196,7 @@ public:
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J2D::DrawGradientLine(Colors::Red, Colors::Blue, {105, 375}, {200, 275}, 2);
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auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
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J2D::FillRect(Colors::Gray, {0, 0}, result);
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//J2D::FillRect(Colors::Gray, {0, 0}, result);
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J2D::DrawString(Colors::Green, "Jupteroid Font", 0.f, 0, 1.f, 16, Jupiteroid);
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J2D::DrawString(Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 16, 1,16, Jupiteroid);
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J2D::DrawString(Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 33, 1,16, Jupiteroid);
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@@ -215,6 +216,7 @@ public:
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c.Draw();
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d.Draw();
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J2D::End();
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RenderTarget::Blit(Colors::Red, {0, 0}, j2d_render_target);
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//Draw the Render Target that we just drew all that stuff onto.
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@@ -331,6 +331,40 @@ void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget*
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glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
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}
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void JGL::RenderTarget::Blit(const Color4& color, const Vector2& position, JGL::RenderTarget* destination) {
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if (position.x > destination->size.x || position.y > destination->size.y)
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Logger::Warning("Blitting outside of the renderable area of the destination.");
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Texture texture(Vector2(1,1));
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RenderTarget source(&texture,color);
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GLint current_draw_fbo = 0;
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GLint current_read_fbo = 0;
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GLint viewport[4];
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GLfloat clear_color[4];
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GLuint current_fbo = GetActiveGLFramebufferHandle();
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, clear_color);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, ¤t_read_fbo);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_draw_fbo);
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SetActiveGLRenderTarget(source);
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glClearColor(color.RedChannelNormalized(), color.GreenChannelNormalized(), color.BlueChannelNormalized(), color.AlphaChannelNormalized());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Invert so it's relative to the top left corner.
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int target_y = destination->size.y - position.y - 1;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer_object);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebuffer_object);
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glBlitFramebuffer(0, 0, 1, 1, position.x, target_y, position.x + 1, target_y + 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
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glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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}
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JGL::RenderTarget::RenderTarget(const JGL::RenderTarget& rhs) {
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auto* this_render_target = new RenderTarget(rhs.size, rhs.clear_color, rhs.using_depth, rhs.msaa_sample_rate);
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RenderTarget::Blit(rhs, this_render_target);
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