REDESIGN: Move GenTexture*() functions to PBR example #721
Removed functions from rlgl module.
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3 changed files with 422 additions and 425 deletions
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@ -28,6 +28,12 @@
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#define LIGHT_DISTANCE 1000.0f
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#define LIGHT_HEIGHT 1.0f
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// PBR texture maps generation
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
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static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
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static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
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// PBR material loading
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static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
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@ -188,7 +194,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
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UnloadTexture(panorama);
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UnloadShader(shdrCubemap);
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//--------------------------------------------------------------------------------------------------------
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@ -202,7 +208,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
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#endif
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
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UnloadShader(shdrIrradiance);
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//--------------------------------------------------------------------------------------------------------
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@ -215,7 +221,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
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#endif
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SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
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UnloadTexture(cubemap);
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UnloadShader(shdrPrefilter);
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//--------------------------------------------------------------------------------------------------------
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@ -227,9 +233,315 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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#endif
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mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE);
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mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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UnloadShader(shdrBRDF);
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//--------------------------------------------------------------------------------------------------------
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return mat;
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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 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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//------------------------------------------------------------------------------------------
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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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unsigned int fbo = rlLoadFramebuffer(size, size);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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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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//------------------------------------------------------------------------------------------
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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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// 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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// 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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#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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{
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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, 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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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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// 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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// 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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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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// Generate irradiance texture using cubemap data
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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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//------------------------------------------------------------------------------------------
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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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unsigned int fbo = rlLoadFramebuffer(size, size);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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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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// 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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// 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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rlActiveTextureSlot(0);
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rlEnableTextureCubemap(cubemap.id);
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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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{
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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, 0);
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rlEnableFramebuffer(fbo);
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rlClearScreenBuffers();
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rlLoadDrawCube();
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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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// 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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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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// Generate prefilter texture using cubemap data
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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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//------------------------------------------------------------------------------------------
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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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unsigned int fbo = rlLoadFramebuffer(size, size);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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//------------------------------------------------------------------------------------------
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// Generate mipmaps for the prefiltered HDR texture
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//glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO!
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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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// 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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// 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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rlActiveTextureSlot(0);
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rlEnableTextureCubemap(cubemap.id);
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// TODO: Locations should be taken out of this function... too shader dependant...
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int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
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rlEnableFramebuffer(fbo);
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#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
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for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
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{
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// Resize framebuffer according to mip-level size.
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unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
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unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
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rlViewport(0, 0, mipWidth, mipHeight);
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//glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
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float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
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rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
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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, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
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rlClearScreenBuffers();
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rlLoadDrawCube();
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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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// 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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prefilter.width = size;
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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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{
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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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brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
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unsigned int fbo = rlLoadFramebuffer(size, size);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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//------------------------------------------------------------------------------------------
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// STEP 2: Draw to framebuffer
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//------------------------------------------------------------------------------------------
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// NOTE: Render BRDF LUT into a quad using FBO
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rlEnableShader(shader.id);
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rlViewport(0, 0, size, size);
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rlEnableFramebuffer(fbo);
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rlClearScreenBuffers();
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rlLoadDrawQuad();
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//------------------------------------------------------------------------------------------
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// 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)
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
brdf.width = size;
|
||||
brdf.height = size;
|
||||
brdf.mipmaps = 1;
|
||||
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||
#endif
|
||||
return brdf;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue