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@@ -591,9 +591,9 @@ RLAPI Matrix GetMatrixModelview(void); // Get
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// Texture maps generation (PBR)
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// Texture maps generation (PBR)
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// NOTE: Required shaders should be provided
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// NOTE: Required shaders should be provided
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-RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size); // Generate cubemap texture from 2D panorama texture
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-RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
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-RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
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+RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
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+RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
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+RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
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// Shading begin/end functions
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// Shading begin/end functions
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@@ -2071,6 +2071,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
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if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
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// NOTE: We let the implementation to choose the best bit-depth
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// NOTE: We let the implementation to choose the best bit-depth
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+ // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
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unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
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unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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@@ -2091,6 +2092,8 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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+
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+ TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
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}
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}
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else
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else
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{
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{
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@@ -2101,6 +2104,8 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
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glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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+
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+ TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
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}
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}
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#endif
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#endif
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@@ -2112,13 +2117,13 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
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// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
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unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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{
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{
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- unsigned int cubemapId = 0;
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+ unsigned int id = 0;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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unsigned int dataSize = GetPixelDataSize(size, size, format);
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unsigned int dataSize = GetPixelDataSize(size, size, format);
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- glGenTextures(1, &cubemapId);
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- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
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+ glGenTextures(1, &id);
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+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
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unsigned int glInternalFormat, glFormat, glType;
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unsigned int glInternalFormat, glFormat, glType;
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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@@ -2136,6 +2141,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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{
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{
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// Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
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// Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
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if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
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if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
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+ else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
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}
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}
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else if ((format == UNCOMPRESSED_R32) || (format == UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
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else if ((format == UNCOMPRESSED_R32) || (format == UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
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else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
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else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
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@@ -2179,7 +2185,10 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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#endif
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#endif
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- return cubemapId;
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+ if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture created successfully (%ix%i)", id, size, size);
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+ else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
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+
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+ return id;
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}
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}
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// Update already loaded texture in GPU with new data
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// Update already loaded texture in GPU with new data
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@@ -3280,7 +3289,7 @@ Matrix GetMatrixModelview(void)
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}
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}
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// Generate cubemap texture from HDR texture
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// Generate cubemap texture from HDR texture
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-TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size)
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+TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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{
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{
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TextureCubemap cubemap = { 0 };
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TextureCubemap cubemap = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@@ -3289,11 +3298,14 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size)
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// STEP 1: Setup framebuffer
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// STEP 1: Setup framebuffer
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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unsigned int rbo = rlLoadTextureDepth(size, size, true);
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unsigned int rbo = rlLoadTextureDepth(size, size, true);
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- cubemap.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32);
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+ cubemap.id = rlLoadTextureCubemap(NULL, size, format);
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unsigned int fbo = rlLoadFramebuffer(size, size);
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unsigned int fbo = rlLoadFramebuffer(size, size);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
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+
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+ // Check if framebuffer is complete with attachments (valid)
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+ if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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// STEP 2: Draw to framebuffer
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// STEP 2: Draw to framebuffer
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