summaryrefslogtreecommitdiffhomepage
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2021-04-02 14:29:33 +0200
committerraysan5 <[email protected]>2021-04-02 14:29:33 +0200
commitccdf7ff335795a7828bf53faedb8f7d5be8c47cf (patch)
treed8fc5d604c82658971fe97819889c0643c3359d5
parent67dda62867c2b2c078abece05557eb3485a6bee7 (diff)
downloadraylib-ccdf7ff335795a7828bf53faedb8f7d5be8c47cf.tar.gz
raylib-ccdf7ff335795a7828bf53faedb8f7d5be8c47cf.zip
REDESIGN: Move GenTexture*() functions to PBR example #721
Removed functions from rlgl module.
-rw-r--r--examples/models/models_material_pbr.c320
-rw-r--r--src/rlgl.h525
-rw-r--r--src/textures.c4
3 files changed, 423 insertions, 426 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 36f03636..ed82d397 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -28,6 +28,12 @@
#define LIGHT_DISTANCE 1000.0f
#define LIGHT_HEIGHT 1.0f
+// PBR texture maps generation
+static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
+static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
+static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
+static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
+
// PBR material loading
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
@@ -188,7 +194,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
+ TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
UnloadTexture(panorama);
UnloadShader(shdrCubemap);
//--------------------------------------------------------------------------------------------------------
@@ -202,7 +208,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
#endif
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
+ mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
UnloadShader(shdrIrradiance);
//--------------------------------------------------------------------------------------------------------
@@ -215,7 +221,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
#endif
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
+ mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
UnloadTexture(cubemap);
UnloadShader(shdrPrefilter);
//--------------------------------------------------------------------------------------------------------
@@ -227,9 +233,315 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
#else
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
#endif
- mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE);
+ mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
UnloadShader(shdrBRDF);
//--------------------------------------------------------------------------------------------------------
return mat;
}
+
+// Texture maps generation (PBR)
+//-------------------------------------------------------------------------------------------
+// Generate cubemap texture from HDR texture
+TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
+{
+ TextureCubemap cubemap = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
+
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ cubemap.id = rlLoadTextureCubemap(NULL, size, format);
+
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
+
+ // Check if framebuffer is complete with attachments (valid)
+ if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
+ //------------------------------------------------------------------------------------------
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
+ rlEnableShader(shader.id);
+
+ // Define projection matrix and send it to shader
+ Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
+
+ // Define view matrix for every side of the cubemap
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
+ rlActiveTextureSlot(0);
+ rlEnableTexture(panorama.id);
+#endif
+
+ rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
+
+ for (int i = 0; i < 6; i++)
+ {
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
+
+ rlEnableFramebuffer(fbo);
+#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
+ rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
+#endif
+ rlClearScreenBuffers();
+ rlLoadDrawCube();
+
+#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
+ // Using internal batch system instead of raw OpenGL cube creating+drawing
+ // NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
+ DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
+ rlDrawRenderBatch(RLGL.currentBatch);
+#endif
+ }
+ //------------------------------------------------------------------------------------------
+
+ // 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());
+ rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
+
+ cubemap.width = size;
+ cubemap.height = size;
+ cubemap.mipmaps = 1;
+ cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
+#endif
+ return cubemap;
+}
+
+// Generate irradiance texture using cubemap data
+TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
+{
+ TextureCubemap irradiance = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
+
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
+
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
+ //------------------------------------------------------------------------------------------
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
+ rlEnableShader(shader.id);
+
+ // Define projection matrix and send it to shader
+ Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
+
+ // Define view matrix for every side of the cubemap
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ rlActiveTextureSlot(0);
+ rlEnableTextureCubemap(cubemap.id);
+
+ rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
+
+ for (int i = 0; i < 6; i++)
+ {
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+ rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
+
+ rlEnableFramebuffer(fbo);
+ rlClearScreenBuffers();
+ rlLoadDrawCube();
+ }
+ //------------------------------------------------------------------------------------------
+
+ // 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());
+ rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
+
+ irradiance.width = size;
+ irradiance.height = size;
+ irradiance.mipmaps = 1;
+ irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
+#endif
+ return irradiance;
+}
+
+// Generate prefilter texture using cubemap data
+TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
+{
+ TextureCubemap prefilter = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
+
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
+ rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
+
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
+ //------------------------------------------------------------------------------------------
+
+ // Generate mipmaps for the prefiltered HDR texture
+ //glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO!
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
+
+ // Define projection matrix and send it to shader
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ rlEnableShader(shader.id);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
+
+ // Define view matrix for every side of the cubemap
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ rlActiveTextureSlot(0);
+ rlEnableTextureCubemap(cubemap.id);
+
+ // TODO: Locations should be taken out of this function... too shader dependant...
+ int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
+
+ rlEnableFramebuffer(fbo);
+
+ #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
+
+ for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
+ {
+ // Resize framebuffer according to mip-level size.
+ unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
+ unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
+
+ rlViewport(0, 0, mipWidth, mipHeight);
+
+ //glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ //glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
+
+ float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
+ rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
+
+ for (int i = 0; i < 6; i++)
+ {
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+ rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
+
+ rlClearScreenBuffers();
+ rlLoadDrawCube();
+ }
+ }
+ //------------------------------------------------------------------------------------------
+
+ // 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());
+ rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
+
+ prefilter.width = size;
+ prefilter.height = size;
+ prefilter.mipmaps = MAX_MIPMAP_LEVELS;
+ prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
+#endif
+ return prefilter;
+}
+
+// Generate BRDF texture using cubemap data
+// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
+Texture2D GenTextureBRDF(Shader shader, int size)
+{
+ Texture2D brdf = { 0 };
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
+
+ unsigned int fbo = rlLoadFramebuffer(size, size);
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+ rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
+ //------------------------------------------------------------------------------------------
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Render BRDF LUT into a quad using FBO
+ rlEnableShader(shader.id);
+
+ rlViewport(0, 0, size, size);
+
+ rlEnableFramebuffer(fbo);
+ rlClearScreenBuffers();
+
+ rlLoadDrawQuad();
+ //------------------------------------------------------------------------------------------
+
+ // 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;
+}
diff --git a/src/rlgl.h b/src/rlgl.h
index f5f41784..f6de9ec2 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -624,7 +624,7 @@ RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Rea
// Framebuffer management (fbo)
RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
-RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
@@ -651,13 +651,9 @@ RLAPI void rlSetMatrixModelview(Matrix view); // Set
RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
-// Texture maps generation (PBR)
-// TODO: Redesign or remove to avoid requiring external shaders
-RLAPI TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
-RLAPI TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
-RLAPI TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
-RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
-
+// Quick and dirty cube/quad buffers load->draw->unload
+RLAPI void rlLoadDrawCube(void); // Load and draw a cube
+RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#if defined(__cplusplus)
}
#endif
@@ -912,9 +908,6 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static Shader rlLoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
static void rlUnloadShaderDefault(void); // Unload default shader
-
-static void rlGenDrawCube(void); // Generate and draw cube
-static void rlGenDrawQuad(void); // Generate and draw quad
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_11)
static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side
@@ -2966,7 +2959,7 @@ unsigned int rlLoadFramebuffer(int width, int height)
// Attach color buffer texture to an fbo (unloads previous attachment)
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
-void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType)
+void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
@@ -2982,20 +2975,20 @@ void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType,
case RL_ATTACHMENT_COLOR_CHANNEL6:
case RL_ATTACHMENT_COLOR_CHANNEL7:
{
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, 0);
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
- else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, 0);
+ else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
} break;
case RL_ATTACHMENT_DEPTH:
{
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
} break;
case RL_ATTACHMENT_STENCIL:
{
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
} break;
@@ -3623,312 +3616,119 @@ void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
#endif
}
-// Texture maps generation (PBR)
-//-------------------------------------------------------------------------------------------
-// Generate cubemap texture from HDR texture
-TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
+// Load and draw a 1x1 XY quad in NDC
+void rlLoadDrawQuad(void)
{
- TextureCubemap cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
-
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- cubemap.id = rlLoadTextureCubemap(NULL, size, format);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
-
- // Check if framebuffer is complete with attachments (valid)
- if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
- //------------------------------------------------------------------------------------------
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
- rlEnableShader(shader.id);
-
- // Define projection matrix and send it to shader
- Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
-
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
-#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- rlActiveTextureSlot(0);
- rlEnableTexture(panorama.id);
-#endif
-
- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
-
- for (int i = 0; i < 6; i++)
- {
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
-
- rlEnableFramebuffer(fbo);
-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
-#endif
- rlClearScreenBuffers();
- rlGenDrawCube();
-
-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- // Using internal batch system instead of raw OpenGL cube creating+drawing
- // NOTE: DrawCubeV() is actually provided by models.c! -> rlGenTextureCubemap() should be moved to user code!
- DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
- rlDrawRenderBatch(RLGL.currentBatch);
-#endif
- }
- //------------------------------------------------------------------------------------------
-
- // 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());
- rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
-
- cubemap.width = size;
- cubemap.height = size;
- cubemap.mipmaps = 1;
- cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
- return cubemap;
-}
-
-// Generate irradiance texture using cubemap data
-TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
-{
- TextureCubemap irradiance = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
-
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
- //------------------------------------------------------------------------------------------
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
- rlEnableShader(shader.id);
-
- // Define projection matrix and send it to shader
- Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
-
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- rlActiveTextureSlot(0);
- rlEnableTextureCubemap(cubemap.id);
-
- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
-
- for (int i = 0; i < 6; i++)
- {
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
+ unsigned int quadVAO = 0;
+ unsigned int quadVBO = 0;
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- rlGenDrawCube();
- }
- //------------------------------------------------------------------------------------------
-
- // 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());
- rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
-
- irradiance.width = size;
- irradiance.height = size;
- irradiance.mipmaps = 1;
- irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
- return irradiance;
-}
-
-// Generate prefilter texture using cubemap data
-TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
-{
- TextureCubemap prefilter = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
-
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
- rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
- //------------------------------------------------------------------------------------------
-
- // Generate mipmaps for the prefiltered HDR texture
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
-
- // Define projection matrix and send it to shader
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- rlEnableShader(shader.id);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
-
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ float vertices[] = {
+ // Positions Texcoords
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
- rlActiveTextureSlot(0);
- rlEnableTextureCubemap(cubemap.id);
-
- // TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
-
- rlEnableFramebuffer(fbo);
-
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
-
- for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
- {
- // Resize framebuffer according to mip-level size.
- unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
- unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
-
- rlViewport(0, 0, mipWidth, mipHeight);
-
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
-
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
- rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT);
+ // Gen VAO to contain VBO
+ glGenVertexArrays(1, &quadVAO);
+ glBindVertexArray(quadVAO);
- for (int i = 0; i < 6; i++)
- {
- //rlEnableShader(shader.id);
- rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
- //rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?
-
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- rlGenDrawCube();
- }
- }
- //------------------------------------------------------------------------------------------
+ // Gen and fill vertex buffer (VBO)
+ glGenBuffers(1, &quadVBO);
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
- // 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)
+ // Bind vertex attributes (position, texcoords)
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
- // Reset viewport dimensions to default
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
- rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
+ // Draw quad
+ glBindVertexArray(quadVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
- prefilter.width = size;
- prefilter.height = size;
- //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); // MAX_MIPMAP_LEVELS
- //prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
- return prefilter;
+ // Delete buffers (VBO and VAO)
+ glDeleteBuffers(1, &quadVBO);
+ glDeleteVertexArrays(1, &quadVAO);
}
-// Generate BRDF texture using cubemap data
-// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
-Texture2D rlGenTextureBRDF(Shader shader, int size)
+// Load and draw a 1x1 3D cube in NDC
+void rlLoadDrawCube(void)
{
- Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
- //------------------------------------------------------------------------------------------
+ unsigned int cubeVAO = 0;
+ unsigned int cubeVBO = 0;
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Render BRDF LUT into a quad using FBO
- rlEnableShader(shader.id);
+ float vertices[] = {
+ // Positions Normals Texcoords
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
- rlViewport(0, 0, size, size);
+ // Gen VAO to contain VBO
+ glGenVertexArrays(1, &cubeVAO);
+ glBindVertexArray(cubeVAO);
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- rlGenDrawQuad();
- //------------------------------------------------------------------------------------------
+ // Gen and fill vertex buffer (VBO)
+ glGenBuffers(1, &cubeVBO);
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- // 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)
+ // Bind vertex attributes (position, normals, texcoords)
+ glBindVertexArray(cubeVAO);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
- // Reset viewport dimensions to default
- rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
- //------------------------------------------------------------------------------------------
+ // Draw cube
+ glBindVertexArray(cubeVAO);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
- brdf.width = size;
- brdf.height = size;
- brdf.mipmaps = 1;
- brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
- return brdf;
+ // Delete VBO and VAO
+ glDeleteBuffers(1, &cubeVBO);
+ glDeleteVertexArrays(1, &cubeVAO);
}
//----------------------------------------------------------------------------------
@@ -4048,121 +3848,6 @@ static void rlUnloadShaderDefault(void)
RL_FREE(RLGL.State.defaultShader.locs);
}
-
-// Renders a 1x1 XY quad in NDC
-static void rlGenDrawQuad(void)
-{
- unsigned int quadVAO = 0;
- unsigned int quadVBO = 0;
-
- float vertices[] = {
- // Positions Texcoords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- };
-
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &quadVAO);
- glBindVertexArray(quadVAO);
-
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &quadVBO);
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
- // Bind vertex attributes (position, texcoords)
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
-
- // Draw quad
- glBindVertexArray(quadVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
-
- // Delete buffers (VBO and VAO)
- glDeleteBuffers(1, &quadVBO);
- glDeleteVertexArrays(1, &quadVAO);
-}
-
-// Renders a 1x1 3D cube in NDC
-static void rlGenDrawCube(void)
-{
- unsigned int cubeVAO = 0;
- unsigned int cubeVBO = 0;
-
- float vertices[] = {
- // Positions Normals Texcoords
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
-
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &cubeVAO);
- glBindVertexArray(cubeVAO);
-
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &cubeVBO);
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // Bind vertex attributes (position, normals, texcoords)
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-
- // Draw cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
-
- // Delete VBO and VAO
- glDeleteBuffers(1, &cubeVBO);
- glDeleteVertexArrays(1, &cubeVAO);
-}
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_11)
diff --git a/src/textures.c b/src/textures.c
index 9e7d1fb7..bb4a8ed2 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -2852,8 +2852,8 @@ RenderTexture2D LoadRenderTexture(int width, int height)
target.depth.mipmaps = 1;
// Attach color texture and depth renderbuffer/texture to FBO
- rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
- rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
+ rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
+ rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
// Check if fbo is complete with attachments (valid)
if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);