Some minor tweaks analyzing code

Specific textures generation code is quite redundant and not flexible for the user, I'm trying to figure out some easy way to allow raylib users to do the same without needing those functions (very specific and shader dependant). RenderTexture loading and Cubemap textures support must be improved.
This commit is contained in:
raysan5 2019-01-06 21:07:09 +01:00
parent d3a46cc9d4
commit 1036de389a

View file

@ -3004,6 +3004,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
#endif #endif
} }
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if defined(GRAPHICS_API_OPENGL_33) #if defined(GRAPHICS_API_OPENGL_33)
@ -3033,7 +3034,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
glViewport(0, 0, size, size); glViewport(0, 0, size, size);
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (unsigned int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
@ -3048,12 +3049,11 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
glViewport(0, 0, screenWidth, screenHeight); glViewport(0, 0, screenWidth, screenHeight);
//glEnable(GL_CULL_FACE); //glEnable(GL_CULL_FACE);
// NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D!
cubemap.width = size; cubemap.width = size;
cubemap.height = size; cubemap.height = size;
cubemap.mipmaps = 1; cubemap.mipmaps = 1;
cubemap.format = UNCOMPRESSED_R32G32B32; cubemap.format = UNCOMPRESSED_R32G32B32;
// TODO: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! Only cubemap.id makes some sense...
#endif #endif
return cubemap; return cubemap;
} }
@ -3081,7 +3081,10 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glGenTextures(1, &irradiance.id); glGenTextures(1, &irradiance.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id);
for (unsigned int i = 0; i < 6; i++) for (unsigned int i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
@ -3109,7 +3112,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glViewport(0, 0, size, size); glViewport(0, 0, size, size);
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (unsigned int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
@ -3125,6 +3128,8 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
irradiance.width = size; irradiance.width = size;
irradiance.height = size; irradiance.height = size;
irradiance.mipmaps = 1;
//irradiance.format = UNCOMPRESSED_R16G16B16;
#endif #endif
return irradiance; return irradiance;
} }
@ -3154,7 +3159,10 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glGenTextures(1, &prefilter.id); glGenTextures(1, &prefilter.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id);
for (unsigned int i = 0; i < 6; i++) for (unsigned int i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
@ -3185,11 +3193,11 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
{ {
// Resize framebuffer according to mip-level size. // Resize framebuffer according to mip-level size.
unsigned int mipWidth = size*(int) powf(0.5f, (float) mip); unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
unsigned int mipHeight = size* (int) powf(0.5f, (float) mip); unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
glBindRenderbuffer(GL_RENDERBUFFER, rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
@ -3198,7 +3206,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
glUniform1f(roughnessLoc, roughness); glUniform1f(roughnessLoc, roughness);
for (unsigned int i = 0; i < 6; ++i) for (int i = 0; i < 6; i++)
{ {
SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
@ -3215,6 +3223,8 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
prefilter.width = size; prefilter.width = size;
prefilter.height = size; prefilter.height = size;
//prefilter.mipmaps = 1 + (int)floor(log(size)/log(2));
//prefilter.format = UNCOMPRESSED_R16G16B16;
#endif #endif
return prefilter; return prefilter;
} }