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authorRay <[email protected]>2023-12-20 00:51:51 +0100
committerRay <[email protected]>2023-12-20 00:51:51 +0100
commit2fe68a8a121ec9bd864467b69c79a30a9b9eaf45 (patch)
tree201c28e02e8645f7cce9b5ffc46350643047a582
parente71153258b2f1b78b2d6de5578786f22582e523f (diff)
downloadraylib-2fe68a8a121ec9bd864467b69c79a30a9b9eaf45.tar.gz
raylib-2fe68a8a121ec9bd864467b69c79a30a9b9eaf45.zip
REVIEWED PR deferred render
-rw-r--r--examples/shaders/shaders_deferred_render.c4
-rw-r--r--src/rlgl.h17
2 files changed, 11 insertions, 10 deletions
diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c
index 9df1b249..6ba71e4e 100644
--- a/examples/shaders/shaders_deferred_render.c
+++ b/examples/shaders/shaders_deferred_render.c
@@ -254,8 +254,8 @@ int main(void)
EndMode3D();
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
- rlBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
- rlBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
+ rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
rlDisableFramebuffer();
diff --git a/src/rlgl.h b/src/rlgl.h
index b49185f1..f3bbcd33 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -320,8 +320,8 @@
#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
-#define GL_READ_FRAMEBUFFER 0x8CA8
-#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
+#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -623,7 +623,7 @@ RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture
RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
-RLAPI void rlBindFramebuffer(unsigned int id,unsigned int val); // bind (FBO)
+RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
// General render state
RLAPI void rlEnableColorBlend(void); // Enable color blending
@@ -634,7 +634,7 @@ RLAPI void rlEnableDepthMask(void); // Enable depth write
RLAPI void rlDisableDepthMask(void); // Disable depth write
RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
-RLAPI void rlColorMask(bool,bool,bool,bool); // color mask control
+RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
RLAPI void rlSetCullFace(int mode); // Set face culling mode
RLAPI void rlEnableScissorTest(void); // Enable scissor test
RLAPI void rlDisableScissorTest(void); // Disable scissor test
@@ -1741,11 +1741,11 @@ void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX
#endif
}
-// bind framebuffer object
-void rlBindFramebuffer(unsigned int id,unsigned int val)
+// Bind framebuffer object (fbo)
+void rlBindFramebuffer(unsigned int target, unsigned int framebuffer);
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
- glBindFramebuffer(id, val);
+ glBindFramebuffer(target, framebuffer);
#endif
}
@@ -1825,7 +1825,8 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
// Disable backface culling
void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
-void rlColorMask(bool r,bool g,bool b,bool a) { glColorMask(r,g,b,a); }
+// Set color mask active for screen read/draw
+void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
// Set face culling mode
void rlSetCullFace(int mode)