From ccdf7ff335795a7828bf53faedb8f7d5be8c47cf Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 2 Apr 2021 14:29:33 +0200 Subject: [PATCH] REDESIGN: Move GenTexture*() functions to PBR example #721 Removed functions from rlgl module. --- examples/models/models_material_pbr.c | 320 +++++++++++++++- src/rlgl.h | 525 ++++++-------------------- src/textures.c | 4 +- 3 files changed, 423 insertions(+), 426 deletions(-) diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 36f03636..ed82d397 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -28,6 +28,12 @@ #define LIGHT_DISTANCE 1000.0f #define LIGHT_HEIGHT 1.0f +// PBR texture maps generation +static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture +static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture +static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture +static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture + // PBR material loading static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); @@ -188,7 +194,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); - TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32); + TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32); UnloadTexture(panorama); UnloadShader(shdrCubemap); //-------------------------------------------------------------------------------------------------------- @@ -202,7 +208,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs"); #endif SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); - mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); + mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); UnloadShader(shdrIrradiance); //-------------------------------------------------------------------------------------------------------- @@ -215,7 +221,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs"); #endif SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); - mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); + mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); UnloadTexture(cubemap); UnloadShader(shdrPrefilter); //-------------------------------------------------------------------------------------------------------- @@ -227,9 +233,315 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) #else Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs"); #endif - mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE); + mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); UnloadShader(shdrBRDF); //-------------------------------------------------------------------------------------------------------- return mat; } + +// Texture maps generation (PBR) +//------------------------------------------------------------------------------------------- +// Generate cubemap texture from HDR texture +TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) +{ + TextureCubemap cubemap = { 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); + cubemap.id = rlLoadTextureCubemap(NULL, size, format); + + unsigned int fbo = rlLoadFramebuffer(size, size); + rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); + rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); + + // 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 }) + }; + +#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) + rlActiveTextureSlot(0); + rlEnableTexture(panorama.id); +#endif + + rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions + + 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, 0); + + 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(); + rlLoadDrawCube(); + +#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! -> GenTextureCubemap() 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; +} + +// Generate irradiance texture using cubemap data +TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size) +{ + TextureCubemap irradiance = { 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, 0); + rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); + //------------------------------------------------------------------------------------------ + + // 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 }) + }; + + rlActiveTextureSlot(0); + rlEnableTextureCubemap(cubemap.id); + + rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions + + 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, 0); + + rlEnableFramebuffer(fbo); + rlClearScreenBuffers(); + rlLoadDrawCube(); + } + //------------------------------------------------------------------------------------------ + + // 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 GenTexturePrefilter(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, 0); + rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0); + //------------------------------------------------------------------------------------------ + + // Generate mipmaps for the prefiltered HDR texture + //glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO! + + // 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, 1); + + for (int i = 0; i < 6; i++) + { + rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); + rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip); + + rlClearScreenBuffers(); + rlLoadDrawCube(); + } + } + //------------------------------------------------------------------------------------------ + + // 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 = 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 GenTextureBRDF(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, 0); + rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0); + //------------------------------------------------------------------------------------------ + + // 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(); + + rlLoadDrawQuad(); + //------------------------------------------------------------------------------------------ + + // 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; +} diff --git a/src/rlgl.h b/src/rlgl.h index f5f41784..f6de9ec2 100644 --- a/src/rlgl.h +++ b/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 - - // 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 }) - }; - -#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM) - rlActiveTextureSlot(0); - rlEnableTexture(panorama.id); -#endif - - rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions - - 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); - - 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(); - -#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; -} - -// Generate irradiance texture using cubemap data -TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size) -{ - TextureCubemap irradiance = { 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 }) - }; - - rlActiveTextureSlot(0); - rlEnableTextureCubemap(cubemap.id); - - rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions - - 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); + unsigned int quadVAO = 0; + unsigned int quadVBO = 0; - 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(); - //------------------------------------------------------------------------------------------ - - 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 }) + 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, }; - 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); + // Gen VAO to contain VBO + glGenVertexArrays(1, &quadVAO); + glBindVertexArray(quadVAO); - 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(); - } - } - //------------------------------------------------------------------------------------------ + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &quadVBO); + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); - // 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) + // 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 - // Reset viewport dimensions to default - rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); - rlEnableBackfaceCulling(); - //------------------------------------------------------------------------------------------ + // Draw quad + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); - 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; + // Delete buffers (VBO and VAO) + glDeleteBuffers(1, &quadVBO); + glDeleteVertexArrays(1, &quadVAO); } -// Generate BRDF texture using cubemap data -// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator -Texture2D rlGenTextureBRDF(Shader shader, int size) +// Load and draw a 1x1 3D cube in NDC +void rlLoadDrawCube(void) { - 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); - //------------------------------------------------------------------------------------------ + unsigned int cubeVAO = 0; + unsigned int cubeVBO = 0; - // STEP 2: Draw to framebuffer - //------------------------------------------------------------------------------------------ - // NOTE: Render BRDF LUT into a quad using FBO - rlEnableShader(shader.id); + 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 + }; - rlViewport(0, 0, size, size); + // Gen VAO to contain VBO + glGenVertexArrays(1, &cubeVAO); + glBindVertexArray(cubeVAO); - rlEnableFramebuffer(fbo); - rlClearScreenBuffers(); - rlGenDrawQuad(); - //------------------------------------------------------------------------------------------ + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &cubeVBO); + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - // 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) + // 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); - // Reset viewport dimensions to default - rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); - //------------------------------------------------------------------------------------------ + // Draw cube + glBindVertexArray(cubeVAO); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); - 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) diff --git a/src/textures.c b/src/textures.c index 9e7d1fb7..bb4a8ed2 100644 --- a/src/textures.c +++ b/src/textures.c @@ -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);