REVIEWED: GenTextureCubemap()
Added some tracelog messages
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59bbba19a7
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3 changed files with 29 additions and 15 deletions
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@ -51,8 +51,10 @@ int main(void)
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Texture2D panorama = LoadTexture(panoFileName);
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024);
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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// despite texture can be successfully created.. so using UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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@ -84,7 +86,7 @@ int main(void)
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TextCopy(panoFileName, droppedFiles[0]);
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 512);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024);
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UnloadTexture(panorama);
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}
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}
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@ -1382,9 +1382,9 @@ RLAPI Matrix GetMatrixProjection(void); // Get
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// Texture maps generation (PBR)
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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
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// Shading begin/end functions
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30
src/rlgl.h
30
src/rlgl.h
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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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// 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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// 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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// 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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#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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glBindTexture(GL_TEXTURE_2D, 0);
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TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
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}
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else
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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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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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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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#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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unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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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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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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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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// 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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else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
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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 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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#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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return id;
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}
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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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// 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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TextureCubemap cubemap = { 0 };
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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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//------------------------------------------------------------------------------------------
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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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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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// 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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// STEP 2: Draw to framebuffer
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