aboutsummaryrefslogtreecommitdiff
path: root/src/core.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c36
1 files changed, 31 insertions, 5 deletions
diff --git a/src/core.c b/src/core.c
index a94ad48d..08f9a7e2 100644
--- a/src/core.c
+++ b/src/core.c
@@ -562,9 +562,8 @@ void Begin2dMode(Camera2D camera)
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
-
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
-
+
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
@@ -627,11 +626,24 @@ void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
- rlEnableRenderTexture(target.id);
-
+ rlEnableRenderTexture(target.id); // Enable render target
+
rlClearScreenBuffers(); // Clear render texture buffers
+
+ // Set viewport to framebuffer size
+ rlViewport(0, 0, target.texture.width, target.texture.height);
+
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
}
// Ends drawing to render texture
@@ -639,7 +651,21 @@ void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
- rlDisableRenderTexture();
+ rlDisableRenderTexture(); // Disable render target
+
+ // Set viewport to default framebuffer size (screen size)
+ // TODO: consider possible viewport offsets
+ rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
+
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Set target FPS for the game