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@@ -480,7 +480,7 @@ Matrix GetMatrixModelview(); // Get inter
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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+Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
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// Shading begin/end functions
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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@@ -849,7 +849,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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#if defined(SUPPORT_VR_SIMULATOR)
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// VR global variables
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-static VrStereoConfig vrConfig; // VR stereo configuration for simulator
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+static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator
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static bool vrSimulatorReady = false; // VR simulator ready flag
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static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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@@ -2993,7 +2993,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
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// Set up cubemap to render and attach to framebuffer
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- // NOTE: faces are stored with 16 bit floating point values
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+ // NOTE: Faces are stored as 32 bit floating point values
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glGenTextures(1, &cubemap.id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
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for (unsigned int i = 0; i < 6; i++)
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@@ -3012,7 +3012,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- // Create projection (transposed) and different views for each face
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+ // Create projection and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -3050,6 +3050,10 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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cubemap.width = size;
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cubemap.height = size;
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+ cubemap.mipmaps = 1;
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+ cubemap.format = UNCOMPRESSED_R32G32B32;
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+
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+ // TODO: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! Only cubemap.id makes some sense...
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#endif
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return cubemap;
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}
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@@ -3216,15 +3220,20 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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}
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// Generate BRDF texture using cubemap data
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-// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
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-Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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+// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
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+Texture2D GenTextureBRDF(Shader shader, int size)
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{
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Texture2D brdf = { 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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// Generate BRDF convolution texture
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glGenTextures(1, &brdf.id);
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glBindTexture(GL_TEXTURE_2D, brdf.id);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0);
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+#if defined(GRAPHICS_API_OPENGL_33)
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RG, GL_FLOAT, NULL);
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+#elif defined(GRAPHICS_API_OPENGL_ES2)
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+ if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, size, size, 0, GL_RG, GL_FLOAT, NULL);
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+#endif
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+
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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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_MIN_FILTER, GL_LINEAR);
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@@ -3236,7 +3245,11 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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glGenRenderbuffers(1, &rbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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+#if defined(GRAPHICS_API_OPENGL_33)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
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+#elif defined(GRAPHICS_API_OPENGL_ES2)
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
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+#endif
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0);
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glViewport(0, 0, size, size);
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@@ -3246,6 +3259,10 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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// Unbind framebuffer and textures
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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+
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+ // Unload framebuffer but keep color texture
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+ glDeleteRenderbuffers(1, &rbo);
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+ glDeleteFramebuffers(1, &fbo);
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// Reset viewport dimensions to default
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glViewport(0, 0, screenWidth, screenHeight);
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