Reviewed examples
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2 changed files with 92 additions and 28 deletions
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@ -243,10 +243,10 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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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 GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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static 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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rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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// STEP 1: Setup framebuffer
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@ -281,11 +281,6 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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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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#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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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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for (int i = 0; i < 6; i++)
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@ -294,18 +289,11 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
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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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rlLoadDrawCube();
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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! -> GenTextureCubemap() should be moved to user code!
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rlClearScreenBuffers();
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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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@ -325,16 +313,15 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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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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// Generate irradiance texture using cubemap data
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TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
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static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
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{
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TextureCubemap irradiance = { 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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// STEP 1: Setup framebuffer
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@ -398,16 +385,15 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
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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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// Generate prefilter texture using cubemap data
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TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
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static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
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{
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TextureCubemap prefilter = { 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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// STEP 1: Setup framebuffer
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@ -494,16 +480,16 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
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prefilter.height = size;
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prefilter.mipmaps = MAX_MIPMAP_LEVELS;
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prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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#endif
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return prefilter;
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}
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// Generate BRDF texture using cubemap data
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// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
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Texture2D GenTextureBRDF(Shader shader, int size)
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static 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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// STEP 1: Setup framebuffer
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//------------------------------------------------------------------------------------------
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unsigned int rbo = rlLoadTextureDepth(size, size, true);
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@ -542,6 +528,6 @@ Texture2D GenTextureBRDF(Shader shader, int size)
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brdf.height = size;
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brdf.mipmaps = 1;
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brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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#endif
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return brdf;
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}
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