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@@ -624,7 +624,7 @@ RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Rea
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// Framebuffer management (fbo)
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RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
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-RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
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+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
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RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
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RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
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@@ -651,13 +651,9 @@ RLAPI void rlSetMatrixModelview(Matrix view); // Set
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RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
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RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
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-// Texture maps generation (PBR)
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-// TODO: Redesign or remove to avoid requiring external shaders
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-RLAPI TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
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-RLAPI TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
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-RLAPI TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
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-RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
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-
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+// Quick and dirty cube/quad buffers load->draw->unload
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+RLAPI void rlLoadDrawCube(void); // Load and draw a cube
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+RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#if defined(__cplusplus)
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}
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#endif
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@@ -912,9 +908,6 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static Shader rlLoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
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static void rlUnloadShaderDefault(void); // Unload default shader
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-
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-static void rlGenDrawCube(void); // Generate and draw cube
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-static void rlGenDrawQuad(void); // Generate and draw quad
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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#if defined(GRAPHICS_API_OPENGL_11)
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static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side
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@@ -2966,7 +2959,7 @@ unsigned int rlLoadFramebuffer(int width, int height)
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// Attach color buffer texture to an fbo (unloads previous attachment)
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// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
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-void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType)
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+void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
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{
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#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
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glBindFramebuffer(GL_FRAMEBUFFER, fboId);
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@@ -2982,20 +2975,20 @@ void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType,
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case RL_ATTACHMENT_COLOR_CHANNEL6:
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case RL_ATTACHMENT_COLOR_CHANNEL7:
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{
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- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, 0);
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+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
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else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
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- else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, 0);
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+ else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
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} break;
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case RL_ATTACHMENT_DEPTH:
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{
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- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
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+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
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else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
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} break;
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case RL_ATTACHMENT_STENCIL:
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{
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- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
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+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
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else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
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} break;
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@@ -3623,312 +3616,119 @@ void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
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#endif
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}
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-// Texture maps generation (PBR)
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-//-------------------------------------------------------------------------------------------
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-// Generate cubemap texture from HDR texture
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-TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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+// Load and draw a 1x1 XY quad in NDC
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+void rlLoadDrawQuad(void)
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{
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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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- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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-
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- // STEP 1: Setup framebuffer
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- //------------------------------------------------------------------------------------------
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- unsigned int rbo = rlLoadTextureDepth(size, size, true);
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- cubemap.id = rlLoadTextureCubemap(NULL, size, format);
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-
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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, 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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- //------------------------------------------------------------------------------------------
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- // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
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- rlEnableShader(shader.id);
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-
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- // Define projection matrix and send it to shader
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- Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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-
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- // Define view matrix for every side of the cubemap
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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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- 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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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
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- };
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-
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-#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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- rlActiveTextureSlot(0);
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- rlEnableTexture(panorama.id);
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-#endif
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-
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- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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-
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- for (int i = 0; i < 6; i++)
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- {
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- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
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-
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- rlEnableFramebuffer(fbo);
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-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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- rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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-#endif
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- rlClearScreenBuffers();
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- rlGenDrawCube();
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-
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-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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- // Using internal batch system instead of raw OpenGL cube creating+drawing
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- // NOTE: DrawCubeV() is actually provided by models.c! -> rlGenTextureCubemap() should be moved to user code!
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- DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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- rlDrawRenderBatch(RLGL.currentBatch);
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-#endif
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- }
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- //------------------------------------------------------------------------------------------
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-
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- // STEP 3: Unload framebuffer and reset state
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- //------------------------------------------------------------------------------------------
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- rlDisableShader(); // Unbind shader
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- rlDisableTexture(); // Unbind texture
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- rlDisableFramebuffer(); // Unbind framebuffer
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- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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-
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- // Reset viewport dimensions to default
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- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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- rlEnableBackfaceCulling();
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- //------------------------------------------------------------------------------------------
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-
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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 = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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-#endif
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- return cubemap;
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-}
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-
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-// Generate irradiance texture using cubemap data
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-TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
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-{
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- TextureCubemap irradiance = { 0 };
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-
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-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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-
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- // STEP 1: Setup framebuffer
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- //------------------------------------------------------------------------------------------
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- unsigned int rbo = rlLoadTextureDepth(size, size, true);
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- irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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-
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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, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
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- //------------------------------------------------------------------------------------------
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-
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- // STEP 2: Draw to framebuffer
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- //------------------------------------------------------------------------------------------
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- // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
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- rlEnableShader(shader.id);
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-
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- // Define projection matrix and send it to shader
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- Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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-
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- // Define view matrix for every side of the cubemap
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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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- 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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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
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- };
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-
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- rlActiveTextureSlot(0);
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- rlEnableTextureCubemap(cubemap.id);
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-
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- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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-
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- for (int i = 0; i < 6; i++)
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- {
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- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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- rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
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+ unsigned int quadVAO = 0;
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+ unsigned int quadVBO = 0;
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- rlEnableFramebuffer(fbo);
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- rlClearScreenBuffers();
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- rlGenDrawCube();
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- }
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- //------------------------------------------------------------------------------------------
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-
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- // STEP 3: Unload framebuffer and reset state
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- //------------------------------------------------------------------------------------------
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- rlDisableShader(); // Unbind shader
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- rlDisableTexture(); // Unbind texture
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- rlDisableFramebuffer(); // Unbind framebuffer
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- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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-
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- // Reset viewport dimensions to default
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- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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- rlEnableBackfaceCulling();
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- //------------------------------------------------------------------------------------------
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-
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- irradiance.width = size;
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- irradiance.height = size;
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- irradiance.mipmaps = 1;
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- irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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-#endif
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- return irradiance;
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-}
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-
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-// Generate prefilter texture using cubemap data
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-TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
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-{
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- TextureCubemap prefilter = { 0 };
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-
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-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
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- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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-
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- // STEP 1: Setup framebuffer
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- //------------------------------------------------------------------------------------------
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- unsigned int rbo = rlLoadTextureDepth(size, size, true);
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- prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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- rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
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-
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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, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
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- //------------------------------------------------------------------------------------------
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-
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- // Generate mipmaps for the prefiltered HDR texture
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- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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-
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- // STEP 2: Draw to framebuffer
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- //------------------------------------------------------------------------------------------
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- // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
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-
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- // Define projection matrix and send it to shader
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- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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- rlEnableShader(shader.id);
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- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
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-
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- // Define view matrix for every side of the cubemap
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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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- 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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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
|
+ float vertices[] = {
|
|
|
+ // Positions Texcoords
|
|
|
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
};
|
|
|
|
|
|
- rlActiveTextureSlot(0);
|
|
|
- rlEnableTextureCubemap(cubemap.id);
|
|
|
-
|
|
|
- // TODO: Locations should be taken out of this function... too shader dependant...
|
|
|
- int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
|
|
|
-
|
|
|
- rlEnableFramebuffer(fbo);
|
|
|
-
|
|
|
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
|
|
|
-
|
|
|
- for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
|
|
|
- {
|
|
|
- // Resize framebuffer according to mip-level size.
|
|
|
- unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
|
|
|
- unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
|
|
|
-
|
|
|
- rlViewport(0, 0, mipWidth, mipHeight);
|
|
|
-
|
|
|
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
|
|
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
|
|
-
|
|
|
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
|
|
|
- rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT);
|
|
|
+ // Gen VAO to contain VBO
|
|
|
+ glGenVertexArrays(1, &quadVAO);
|
|
|
+ glBindVertexArray(quadVAO);
|
|
|
|
|
|
- for (int i = 0; i < 6; i++)
|
|
|
- {
|
|
|
- //rlEnableShader(shader.id);
|
|
|
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
|
|
|
- //rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?
|
|
|
-
|
|
|
- rlEnableFramebuffer(fbo);
|
|
|
- rlClearScreenBuffers();
|
|
|
- rlGenDrawCube();
|
|
|
- }
|
|
|
- }
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
+ // Gen and fill vertex buffer (VBO)
|
|
|
+ glGenBuffers(1, &quadVBO);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
|
|
|
- // STEP 3: Unload framebuffer and reset state
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
- rlDisableShader(); // Unbind shader
|
|
|
- rlDisableTexture(); // Unbind texture
|
|
|
- rlDisableFramebuffer(); // Unbind framebuffer
|
|
|
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
|
|
+ // Bind vertex attributes (position, texcoords)
|
|
|
+ glEnableVertexAttribArray(0);
|
|
|
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
|
|
|
+ glEnableVertexAttribArray(1);
|
|
|
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
|
|
|
|
|
|
- // Reset viewport dimensions to default
|
|
|
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
|
|
- rlEnableBackfaceCulling();
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
+ // Draw quad
|
|
|
+ glBindVertexArray(quadVAO);
|
|
|
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
|
- prefilter.width = size;
|
|
|
- prefilter.height = size;
|
|
|
- //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); // MAX_MIPMAP_LEVELS
|
|
|
- //prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
|
|
-#endif
|
|
|
- return prefilter;
|
|
|
+ // Delete buffers (VBO and VAO)
|
|
|
+ glDeleteBuffers(1, &quadVBO);
|
|
|
+ glDeleteVertexArrays(1, &quadVAO);
|
|
|
}
|
|
|
|
|
|
-// Generate BRDF texture using cubemap data
|
|
|
-// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
|
|
|
-Texture2D rlGenTextureBRDF(Shader shader, int size)
|
|
|
+// Load and draw a 1x1 3D cube in NDC
|
|
|
+void rlLoadDrawCube(void)
|
|
|
{
|
|
|
- Texture2D brdf = { 0 };
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
- // STEP 1: Setup framebuffer
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
|
|
- brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
|
|
-
|
|
|
- unsigned int fbo = rlLoadFramebuffer(size, size);
|
|
|
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
|
|
|
- rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
+ unsigned int cubeVAO = 0;
|
|
|
+ unsigned int cubeVBO = 0;
|
|
|
|
|
|
- // STEP 2: Draw to framebuffer
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
- // NOTE: Render BRDF LUT into a quad using FBO
|
|
|
- rlEnableShader(shader.id);
|
|
|
+ float vertices[] = {
|
|
|
+ // Positions Normals Texcoords
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
|
+ };
|
|
|
|
|
|
- rlViewport(0, 0, size, size);
|
|
|
+ // Gen VAO to contain VBO
|
|
|
+ glGenVertexArrays(1, &cubeVAO);
|
|
|
+ glBindVertexArray(cubeVAO);
|
|
|
|
|
|
- rlEnableFramebuffer(fbo);
|
|
|
- rlClearScreenBuffers();
|
|
|
- rlGenDrawQuad();
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
+ // Gen and fill vertex buffer (VBO)
|
|
|
+ glGenBuffers(1, &cubeVBO);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
|
|
- // STEP 3: Unload framebuffer and reset state
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
- rlDisableShader(); // Unbind shader
|
|
|
- rlDisableTexture(); // Unbind texture
|
|
|
- rlDisableFramebuffer(); // Unbind framebuffer
|
|
|
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
|
|
+ // Bind vertex attributes (position, normals, texcoords)
|
|
|
+ glBindVertexArray(cubeVAO);
|
|
|
+ glEnableVertexAttribArray(0);
|
|
|
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
|
|
|
+ glEnableVertexAttribArray(1);
|
|
|
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
|
|
|
+ glEnableVertexAttribArray(2);
|
|
|
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
|
- // Reset viewport dimensions to default
|
|
|
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
|
|
- //------------------------------------------------------------------------------------------
|
|
|
+ // Draw cube
|
|
|
+ glBindVertexArray(cubeVAO);
|
|
|
+ glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
|
- brdf.width = size;
|
|
|
- brdf.height = size;
|
|
|
- brdf.mipmaps = 1;
|
|
|
- brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
|
|
-#endif
|
|
|
- return brdf;
|
|
|
+ // Delete VBO and VAO
|
|
|
+ glDeleteBuffers(1, &cubeVBO);
|
|
|
+ glDeleteVertexArrays(1, &cubeVAO);
|
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
@@ -4048,121 +3848,6 @@ static void rlUnloadShaderDefault(void)
|
|
|
|
|
|
RL_FREE(RLGL.State.defaultShader.locs);
|
|
|
}
|
|
|
-
|
|
|
-// Renders a 1x1 XY quad in NDC
|
|
|
-static void rlGenDrawQuad(void)
|
|
|
-{
|
|
|
- unsigned int quadVAO = 0;
|
|
|
- unsigned int quadVBO = 0;
|
|
|
-
|
|
|
- float vertices[] = {
|
|
|
- // Positions Texcoords
|
|
|
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- };
|
|
|
-
|
|
|
- // Gen VAO to contain VBO
|
|
|
- glGenVertexArrays(1, &quadVAO);
|
|
|
- glBindVertexArray(quadVAO);
|
|
|
-
|
|
|
- // Gen and fill vertex buffer (VBO)
|
|
|
- glGenBuffers(1, &quadVBO);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
|
|
-
|
|
|
- // Bind vertex attributes (position, texcoords)
|
|
|
- glEnableVertexAttribArray(0);
|
|
|
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
|
|
|
- glEnableVertexAttribArray(1);
|
|
|
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
|
|
|
-
|
|
|
- // Draw quad
|
|
|
- glBindVertexArray(quadVAO);
|
|
|
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
- glBindVertexArray(0);
|
|
|
-
|
|
|
- // Delete buffers (VBO and VAO)
|
|
|
- glDeleteBuffers(1, &quadVBO);
|
|
|
- glDeleteVertexArrays(1, &quadVAO);
|
|
|
-}
|
|
|
-
|
|
|
-// Renders a 1x1 3D cube in NDC
|
|
|
-static void rlGenDrawCube(void)
|
|
|
-{
|
|
|
- unsigned int cubeVAO = 0;
|
|
|
- unsigned int cubeVBO = 0;
|
|
|
-
|
|
|
- float vertices[] = {
|
|
|
- // Positions Normals Texcoords
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
|
|
- };
|
|
|
-
|
|
|
- // Gen VAO to contain VBO
|
|
|
- glGenVertexArrays(1, &cubeVAO);
|
|
|
- glBindVertexArray(cubeVAO);
|
|
|
-
|
|
|
- // Gen and fill vertex buffer (VBO)
|
|
|
- glGenBuffers(1, &cubeVBO);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
-
|
|
|
- // Bind vertex attributes (position, normals, texcoords)
|
|
|
- glBindVertexArray(cubeVAO);
|
|
|
- glEnableVertexAttribArray(0);
|
|
|
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
|
|
|
- glEnableVertexAttribArray(1);
|
|
|
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
|
|
|
- glEnableVertexAttribArray(2);
|
|
|
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindVertexArray(0);
|
|
|
-
|
|
|
- // Draw cube
|
|
|
- glBindVertexArray(cubeVAO);
|
|
|
- glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
- glBindVertexArray(0);
|
|
|
-
|
|
|
- // Delete VBO and VAO
|
|
|
- glDeleteBuffers(1, &cubeVBO);
|
|
|
- glDeleteVertexArrays(1, &cubeVAO);
|
|
|
-}
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|