ADDED: rlLoadTextureDepth()
REDESIGNED: rlLoadRenderTexture() ADDED: rlRenderTextureAttach() ADDED: rlRenderTextureComplete()
This commit is contained in:
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fce48e85f4
commit
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3 changed files with 145 additions and 98 deletions
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src/libraylib.a
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BIN
src/libraylib.a
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241
src/rlgl.h
241
src/rlgl.h
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@ -175,13 +175,22 @@ typedef unsigned char byte;
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int format; // Data format (PixelFormat)
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} Texture2D;
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// Texture type, same as Texture2D
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typedef Texture2D Texture;
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// TextureCubemap type, actually, same as Texture2D
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typedef Texture2D TextureCubemap;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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unsigned int id; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// RenderTexture type, same as RenderTexture2D
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typedef RenderTexture2D RenderTexture;
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // number of vertices stored in arrays
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@ -450,18 +459,20 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coo
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// Textures data management
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with default color and depth attachments)
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RenderTexture2D rlLoadRenderTextureEx(int width, int height, int colorFormat, int depthBits, bool useDepthTexture);
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void rlAttachRenderTexture(RenderTexture target, unsigned int textureId); // Attach/detach color buffer texture to an FBO (returns previous attachment)
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bool rlCompleteRenderTexture(RenderTexture target); // Verify rendertexture is complete
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// Render texture management (fbo)
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RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
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void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
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bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
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// Vertex data management
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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@ -850,6 +861,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
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// Extension supported flag: Textures format
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static bool texNPOTSupported = false; // NPOT textures full support
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static bool texFloatSupported = false; // float textures support (32 bit per channel)
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static bool texDepthSupported = false; // Depth textures supported
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static int maxDepthBits = 16; // Maximum bits for depth component
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// Extension supported flag: Clamp mirror wrap mode
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static bool texMirrorClampSupported = false; // Clamp mirror wrap mode supported
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@ -1503,8 +1516,11 @@ void rlglInit(int width, int height)
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// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
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vaoSupported = true;
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// Multiple texture extensions supported by default
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texNPOTSupported = true;
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texFloatSupported = true;
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texDepthSupported = true;
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// We get a list of available extensions and we check for some of them (compressed textures)
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// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
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@ -1573,6 +1589,13 @@ void rlglInit(int width, int height)
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// Check texture float support
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if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
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// Check depth texture support
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if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
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(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) texDepthSupported = true;
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if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) maxDepthBits = 24;
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if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) maxDepthBits = 32;
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#endif
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// DDS texture compression support
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if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
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@ -1970,6 +1993,60 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
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return id;
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}
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// Load depth texture/renderbuffer (to be attached to fbo)
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// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
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unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
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{
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unsigned int id = 0;
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unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
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if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16;
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if (bits == 24)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glInternalFormat = GL_DEPTH_COMPONENT24;
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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if (maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
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#endif
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}
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if (bits == 32)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glInternalFormat = GL_DEPTH_COMPONENT32;
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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if (maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
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#endif
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}
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if (!useRenderBuffer && texDepthSupported)
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{
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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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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}
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else
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{
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer
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// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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glGenRenderbuffers(1, &id);
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glBindRenderbuffer(GL_RENDERBUFFER, id);
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glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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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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// TODO: We don't know safely if internal texture format is the expected one...
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
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// Load a texture to be used for rendering (fbo with default color and depth attachments)
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// NOTE: If colorFormat or depthBits are no supported, no attachment is done
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RenderTexture2D rlLoadRenderTexture(int width, int height) //, int colorFormat, int depthBits, bool useDepthTexture);
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RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
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{
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RenderTexture2D target = { 0 };
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// Create fbo color texture attachment
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//-----------------------------------------------------------------------------------------------------
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target.texture.id = 0;
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target.texture.width = width;
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target.texture.height = height;
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target.texture.format = UNCOMPRESSED_R8G8B8A8;
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target.texture.mipmaps = 1;
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// Create the texture that will serve as the color attachment for the framebuffer
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glGenTextures(1, &target.texture.id);
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glBindTexture(GL_TEXTURE_2D, target.texture.id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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if ((format != -1) && (format < COMPRESSED_DXT1_RGB))
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{
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// WARNING: Some texture formats are not supported for fbo color attachment
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target.texture.id = rlLoadTexture(NULL, width, height, format, 1);
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target.texture.width = width;
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target.texture.height = height;
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target.texture.format = format;
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target.texture.mipmaps = 1;
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}
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//-----------------------------------------------------------------------------------------------------
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// Create fbo depth renderbuffer/texture
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//-----------------------------------------------------------------------------------------------------
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target.depth.id = 0;
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT
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target.depth.mipmaps = 1;
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#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
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#define USE_DEPTH_RENDERBUFFER
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#else
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#define USE_DEPTH_TEXTURE
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#endif
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#if defined(USE_DEPTH_RENDERBUFFER)
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
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glGenRenderbuffers(1, &target.depth.id);
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glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android
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#elif defined(USE_DEPTH_TEXTURE)
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// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
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// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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glGenTextures(1, &target.depth.id);
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glBindTexture(GL_TEXTURE_2D, target.depth.id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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if (depthBits > 0)
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{
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target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT ?
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target.depth.mipmaps = 1;
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}
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//-----------------------------------------------------------------------------------------------------
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// Attach color texture and depth renderbuffer to FBO
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//-----------------------------------------------------------------------------------------------------
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
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#if defined(USE_DEPTH_RENDERBUFFER)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
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#elif defined(USE_DEPTH_TEXTURE)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
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#endif
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rlRenderTextureAttach(target, target.texture.id, 0);
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if (useDepthTexture && texDepthSupported) rlRenderTextureAttach(target, target.depth.id, 2);
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else rlRenderTextureAttach(target, target.depth.id, 1);
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//-----------------------------------------------------------------------------------------------------
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// Check if fbo is complete with attachments (valid)
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//-----------------------------------------------------------------------------------------------------
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
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switch (status)
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{
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case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
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#if defined(GRAPHICS_API_OPENGL_ES2)
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
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#endif
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
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default: break;
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}
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if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
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if (target.depth.id > 0)
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{
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#if defined(USE_DEPTH_RENDERBUFFER)
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glDeleteRenderbuffers(1, &target.depth.id);
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#elif defined(USE_DEPTH_TEXTURE)
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glDeleteTextures(1, &target.depth.id);
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#endif
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}
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glDeleteFramebuffers(1, &target.id);
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}
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else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
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if (rlRenderTextureComplete(target)) TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
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//-----------------------------------------------------------------------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -2213,15 +2231,44 @@ RenderTexture2D rlLoadRenderTexture(int width, int height) //, int colorFormat,
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return target;
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}
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// Improved FBO generation function to allow selecting the attached color buffer pixel format
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// and the depth buffer type (Renderbuffer or Texture) and size
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// NOTE: Be careful on supported pixel formats...
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//RenderTexture rlLoadRenderTexture(int width, int height, int colorFormat, int depthBits, bool useDepthTexture);
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// Attach/detach color buffer texture to an FBO (returns previous attachment)
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//Texture2D rlAttachRenderTexture(RenderTexture target, Texture2D texture);
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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 rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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//void rlRenderTextureColorAttach(RenderTexture target, Texture2D texture);
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//bool rlRenderTextureComplete(RenderTexture target); // Verify valid rendertexture
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if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
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else if (attachType == 1) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id);
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else if (attachType == 2) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// Verify render texture is complete
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bool rlRenderTextureComplete(RenderTexture target)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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switch (status)
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{
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case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has incomplete attachment"); break;
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#if defined(GRAPHICS_API_OPENGL_ES2)
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer has incomplete dimensions"); break;
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#endif
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has a missing attachment"); break;
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default: break;
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return (status == GL_FRAMEBUFFER_COMPLETE);
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}
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// Generate mipmap data for selected texture
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void rlGenerateMipmaps(Texture2D *texture)
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// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
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// We are using Option 1, just need to care for texture format on retrieval
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// NOTE: This behaviour could be conditioned by graphic driver...
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RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
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RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -3509,7 +3556,7 @@ void InitVrSimulator(VrDeviceInfo info)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Initialize framebuffer and textures for stereo rendering
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// NOTE: Screen size should match HMD aspect ratio
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vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
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vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
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#if defined(SUPPORT_DISTORTION_SHADER)
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// Load distortion shader
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@ -486,7 +486,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layoutType)
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// NOTE: Render texture is loaded by default with RGBA color attachment and depth RenderBuffer
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RenderTexture2D LoadRenderTexture(int width, int height)
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{
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RenderTexture2D target = rlLoadRenderTexture(width, height);
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RenderTexture2D target = rlLoadRenderTexture(width, height, UNCOMPRESSED_R8G8B8A8, 24, false);
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return target;
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}
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