REVIEWED: Issue with depth textures on WebGL #2824
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src/rlgl.h
27
src/rlgl.h
@ -987,7 +987,8 @@ typedef struct rlglData {
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bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
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bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
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bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
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bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
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bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
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bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
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bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
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bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
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bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
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@ -2218,11 +2219,12 @@ void rlLoadExtensions(void *loader)
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if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = 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)) RLGL.ExtSupported.texDepth = true;
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if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
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if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
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if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
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if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;
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if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;
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if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
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if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
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// Check texture compression support: DXT
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if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
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@ -2975,7 +2977,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
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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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// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
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unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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{
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unsigned int id = 0;
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@ -2983,15 +2985,20 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// In case depth textures not supported, we force renderbuffer usage
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if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
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// NOTE: We let the implementation to choose the best bit-depth
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// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
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unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
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#if defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
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else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
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else glInternalFormat = GL_DEPTH_COMPONENT16;
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// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
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// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
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if (!RLGL.ExtSupported.texDepthWebGL)
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{
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if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
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else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
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else glInternalFormat = GL_DEPTH_COMPONENT16;
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}
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#endif
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if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
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