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@ -2519,10 +2519,9 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, 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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// Get cubemap shader locations |
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations() |
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations() |
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int texmapLoc = GetShaderLocation(shader, "equirectangularMap"); |
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader |
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// TODO: Locations should be taken out of this function... too shader dependant... |
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1); |
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SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0 |
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@ -2598,14 +2597,11 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) |
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) |
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{ |
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Texture2D irradiance = { 0 }; |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// Get irradiance shader locations |
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations() |
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations() |
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int texmapLoc = GetShaderLocation(shader, "environmentMap"); |
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// Set up shaders constant values |
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SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader |
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// TODO: Locations should be taken out of this function... too shader dependant... |
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1); |
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// Setup framebuffer |
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unsigned int fbo, rbo; |
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@ -2673,14 +2669,12 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) |
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) |
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{ |
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Texture2D prefilter = { 0 }; |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// Get prefilter shader locations |
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations() |
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations() |
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int roughnessLoc = GetShaderLocation(shader, "roughness"); |
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int texmapLoc = GetShaderLocation(shader, "environmentMap"); |
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SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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// NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader |
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// TODO: Locations should be taken out of this function... too shader dependant... |
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int roughnessLoc = GetShaderLocation(shader, "roughness"); |
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SetShaderValuei(shader, GetShaderLocation(shader, "environmentMap"), (int[1]){ 0 }, 1); |
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// Setup framebuffer |
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unsigned int fbo, rbo; |
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