diff --git a/src/rlgl.h b/src/rlgl.h index 8c7526fb..384f00f7 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3004,6 +3004,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); #endif } + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #if defined(GRAPHICS_API_OPENGL_33) @@ -3033,7 +3034,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glViewport(0, 0, size, size); glBindFramebuffer(GL_FRAMEBUFFER, fbo); - for (unsigned int i = 0; i < 6; i++) + for (int i = 0; i < 6; i++) { SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); @@ -3048,12 +3049,11 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) glViewport(0, 0, screenWidth, screenHeight); //glEnable(GL_CULL_FACE); + // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! cubemap.width = size; cubemap.height = size; cubemap.mipmaps = 1; cubemap.format = UNCOMPRESSED_R32G32B32; - - // TODO: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! Only cubemap.id makes some sense... #endif return cubemap; } @@ -3081,7 +3081,10 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) glGenTextures(1, &irradiance.id); glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); for (unsigned int i = 0; i < 6; i++) + { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + } + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); @@ -3109,7 +3112,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) glViewport(0, 0, size, size); glBindFramebuffer(GL_FRAMEBUFFER, fbo); - for (unsigned int i = 0; i < 6; i++) + for (int i = 0; i < 6; i++) { SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); @@ -3125,6 +3128,8 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) irradiance.width = size; irradiance.height = size; + irradiance.mipmaps = 1; + //irradiance.format = UNCOMPRESSED_R16G16B16; #endif return irradiance; } @@ -3154,7 +3159,10 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) glGenTextures(1, &prefilter.id); glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); for (unsigned int i = 0; i < 6; i++) + { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + } + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); @@ -3185,11 +3193,11 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps - for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) + 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); + unsigned int mipWidth = size*(int)powf(0.5f, (float)mip); + unsigned int mipHeight = size*(int)powf(0.5f, (float)mip); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); @@ -3198,7 +3206,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); glUniform1f(roughnessLoc, roughness); - for (unsigned int i = 0; i < 6; ++i) + for (int i = 0; i < 6; i++) { SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); @@ -3215,6 +3223,8 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) prefilter.width = size; prefilter.height = size; + //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); + //prefilter.format = UNCOMPRESSED_R16G16B16; #endif return prefilter; }