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@ -537,7 +537,7 @@ RLAPI Matrix GetMatrixModelview(void); // Get |
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// Texture maps generation (PBR) |
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// NOTE: Required shaders should be provided |
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RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture |
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RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from HDR texture |
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RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data |
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RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data |
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RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data |
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@ -3219,7 +3219,7 @@ Matrix GetMatrixModelview(void) |
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// Generate cubemap texture from HDR texture |
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// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 |
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) |
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Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size) |
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{ |
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Texture2D cubemap = { 0 }; |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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@ -3280,7 +3280,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) |
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// Convert HDR equirectangular environment map to cubemap equivalent |
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glUseProgram(shader.id); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, skyHDR.id); |
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glBindTexture(GL_TEXTURE_2D, map.id); |
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); |
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// Note: don't forget to configure the viewport to the capture dimensions |
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