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authorRay <raysan5@gmail.com>2018-12-18 18:20:20 +0100
committerRay <raysan5@gmail.com>2018-12-18 18:20:20 +0100
commit39c05e30d0faa9e89df52dc571ab425bca814b6c (patch)
treebc3d87ccc0ef762bf13776f48ffe5a86bf133a06 /src
parent2f561195684fb6471dd14dbecdfaf01775fbf783 (diff)
downloadraylib-39c05e30d0faa9e89df52dc571ab425bca814b6c.tar.gz
raylib-39c05e30d0faa9e89df52dc571ab425bca814b6c.zip
Reviewed rlReadTexturePixels() for OpenGL ES 2.0
Now it should work... but this behaviour could be driver dependant...
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h61
1 files changed, 16 insertions, 45 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index d10bf16a..dfd2b370 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -2637,8 +2637,6 @@ unsigned char *rlReadScreenPixels(int width, int height)
}
// Read texture pixel data
-// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
-// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
void *rlReadTexturePixels(Texture2D texture)
{
void *pixels = NULL;
@@ -2647,11 +2645,11 @@ void *rlReadTexturePixels(Texture2D texture)
glBindTexture(GL_TEXTURE_2D, texture.id);
// NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+ // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
//int width, height, format;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
- // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
// NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
// Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
@@ -2674,66 +2672,39 @@ void *rlReadTexturePixels(Texture2D texture)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
- RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
-
- // NOTE: Two possible Options:
+ // glGetTexImage() is not available on OpenGL ES 2.0
+ // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
+ // Two possible Options:
// 1 - Bind texture to color fbo attachment and glReadPixels()
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
-
-#define GET_TEXTURE_FBO_OPTION_1 // It works
-#if defined(GET_TEXTURE_FBO_OPTION_1)
+ // We are using Option 1, just need to care for texture format on retrieval
+ // NOTE: This behaviour could be conditioned by graphic driver...
+ RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
+
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glBindTexture(GL_TEXTURE_2D, 0);
- // Attach our texture to FBO -> Texture must be RGBA
+ // Attach our texture to FBO
// NOTE: Previoust attached texture is automatically detached
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
- pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
+ // Allocate enough memory to read back our texture data
+ pixels = (unsigned char *)malloc(GetPixelDataSize(texture.width, texture.height, texture.format));
+ // Get OpenGL internal formats and data type from our texture format
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
+
// NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels);
// Re-attach internal FBO color texture before deleting it
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#elif defined(GET_TEXTURE_FBO_OPTION_2)
- // Render texture to fbo
- glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
-
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClearDepthf(1.0f);
- //glDisable(GL_TEXTURE_2D);
- glEnable(GL_DEPTH_TEST);
- //glDisable(GL_BLEND);
-
- glViewport(0, 0, texture.width, texture.height);
- rlOrtho(0.0, texture.width, texture.height, 0.0, 0.0, 1.0);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(GetShaderDefault().id);
- glBindTexture(GL_TEXTURE_2D, texture.id);
- GenDrawQuad();
- glBindTexture(GL_TEXTURE_2D, 0);
- glUseProgram(0);
-
- pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
-
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Bind framebuffer 0, which means render to back buffer
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Reset viewport dimensions to default
- glViewport(0, 0, screenWidth, screenHeight);
-
-#endif // GET_TEXTURE_FBO_OPTION
-
// Clean up temporal fbo
rlDeleteRenderTextures(fbo);
-
#endif
return pixels;