mirror of https://github.com/raysan5/raylib
REDESIGN: Move GenTexture*() functions to PBR example #721
Removed functions from rlgl module.
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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;
|
||||
}
|
||||
|
|
523
src/rlgl.h
523
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
|
||||
unsigned int quadVAO = 0;
|
||||
unsigned int quadVBO = 0;
|
||||
|
||||
// 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 })
|
||||
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,
|
||||
};
|
||||
|
||||
#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
|
||||
rlActiveTextureSlot(0);
|
||||
rlEnableTexture(panorama.id);
|
||||
#endif
|
||||
// Gen VAO to contain VBO
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glBindVertexArray(quadVAO);
|
||||
|
||||
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||
// Gen and fill vertex buffer (VBO)
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
|
||||
|
||||
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);
|
||||
// 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
|
||||
|
||||
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();
|
||||
// Draw quad
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
|
||||
#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;
|
||||
// Delete buffers (VBO and VAO)
|
||||
glDeleteBuffers(1, &quadVBO);
|
||||
glDeleteVertexArrays(1, &quadVAO);
|
||||
}
|
||||
|
||||
// Generate irradiance texture using cubemap data
|
||||
TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
|
||||
// Load and draw a 1x1 3D cube in NDC
|
||||
void rlLoadDrawCube(void)
|
||||
{
|
||||
TextureCubemap irradiance = { 0 };
|
||||
unsigned int cubeVAO = 0;
|
||||
unsigned int cubeVBO = 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 })
|
||||
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
|
||||
};
|
||||
|
||||
rlActiveTextureSlot(0);
|
||||
rlEnableTextureCubemap(cubemap.id);
|
||||
// Gen VAO to contain VBO
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glBindVertexArray(cubeVAO);
|
||||
|
||||
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||
// Gen and fill vertex buffer (VBO)
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
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);
|
||||
// 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);
|
||||
|
||||
rlEnableFramebuffer(fbo);
|
||||
rlClearScreenBuffers();
|
||||
rlGenDrawCube();
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Draw cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// 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 })
|
||||
};
|
||||
|
||||
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);
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// 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 = 1 + (int)floor(log(size)/log(2)); // 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 rlGenTextureBRDF(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);
|
||||
rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// 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();
|
||||
rlGenDrawQuad();
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// 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;
|
||||
// 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)
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue