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@ -480,7 +480,7 @@ Matrix GetMatrixModelview(); // Get inter |
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture |
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture |
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data |
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data |
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data |
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data |
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Texture2D GenTextureBRDF(Shader shader, n">Texture2D cubemap, int size); // Generate BRDF texture using cubemap data |
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Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data |
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// Shading begin/end functions |
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// Shading begin/end functions |
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void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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@ -849,7 +849,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; |
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#if defined(SUPPORT_VR_SIMULATOR) |
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#if defined(SUPPORT_VR_SIMULATOR) |
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// VR global variables |
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// VR global variables |
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static VrStereoConfig vrConfig; // VR stereo configuration for simulator |
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static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator |
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static bool vrSimulatorReady = false; // VR simulator ready flag |
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static bool vrSimulatorReady = false; // VR simulator ready flag |
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static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag |
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static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag |
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS) |
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS) |
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@ -2993,7 +2993,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); |
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// Set up cubemap to render and attach to framebuffer |
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// Set up cubemap to render and attach to framebuffer |
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// NOTE: faces are stored with 16 bit floating point values |
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// NOTE: Faces are stored as 32 bit floating point values |
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glGenTextures(1, &cubemap.id); |
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glGenTextures(1, &cubemap.id); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); |
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); |
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for (unsigned int i = 0; i < 6; i++) |
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for (unsigned int i = 0; i < 6; i++) |
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@ -3012,7 +3012,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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// Create projection p">(transposed) and different views for each face |
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// Create projection and different views for each face |
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); |
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); |
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Matrix fboViews[6] = { |
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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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@ -3050,6 +3050,10 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) |
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cubemap.width = size; |
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cubemap.width = size; |
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cubemap.height = size; |
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cubemap.height = size; |
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cubemap.mipmaps = 1; |
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cubemap.format = UNCOMPRESSED_R32G32B32; |
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// TODO: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! Only cubemap.id makes some sense... |
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#endif |
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#endif |
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return cubemap; |
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return cubemap; |
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} |
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} |
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@ -3216,15 +3220,20 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) |
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} |
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} |
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// Generate BRDF texture using cubemap data |
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// Generate BRDF texture using cubemap data |
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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 GenTextureBRDF(Shader shader, n">Texture2D cubemap, int size) |
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// NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 |
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Texture2D GenTextureBRDF(Shader shader, int size) |
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{ |
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{ |
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Texture2D brdf = { 0 }; |
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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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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// Generate BRDF convolution texture |
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// Generate BRDF convolution texture |
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glGenTextures(1, &brdf.id); |
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glGenTextures(1, &brdf.id); |
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glBindTexture(GL_TEXTURE_2D, brdf.id); |
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glBindTexture(GL_TEXTURE_2D, brdf.id); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0); |
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#if defined(GRAPHICS_API_OPENGL_33) |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RG, GL_FLOAT, NULL); |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, size, size, 0, GL_RG, GL_FLOAT, NULL); |
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#endif |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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@ -3236,7 +3245,11 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) |
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glGenRenderbuffers(1, &rbo); |
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glGenRenderbuffers(1, &rbo); |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
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glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
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glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
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glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
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#if defined(GRAPHICS_API_OPENGL_33) |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); |
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#endif |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); |
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glViewport(0, 0, size, size); |
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glViewport(0, 0, size, size); |
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@ -3246,6 +3259,10 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) |
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// Unbind framebuffer and textures |
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// Unbind framebuffer and textures |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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glBindFramebuffer(GL_FRAMEBUFFER, 0); |
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// Unload framebuffer but keep color texture |
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glDeleteRenderbuffers(1, &rbo); |
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glDeleteFramebuffers(1, &fbo); |
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// Reset viewport dimensions to default |
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// Reset viewport dimensions to default |
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glViewport(0, 0, screenWidth, screenHeight); |
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glViewport(0, 0, screenWidth, screenHeight); |
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