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ADDED: rlLoadTextureDepth()

REDESIGNED: rlLoadRenderTexture()
ADDED: rlRenderTextureAttach()
ADDED: rlRenderTextureComplete()
pull/747/head
Ray hace 6 años
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Se han modificado 3 ficheros con 140 adiciones y 93 borrados
  1. BIN
      src/libraylib.a
  2. +139
    -92
      src/rlgl.h
  3. +1
    -1
      src/textures.c

BIN
src/libraylib.a Ver fichero


+ 139
- 92
src/rlgl.h Ver fichero

@ -175,13 +175,22 @@ typedef unsigned char byte;
int format; // Data format (PixelFormat)
} Texture2D;
// Texture type, same as Texture2D
typedef Texture2D Texture;
// TextureCubemap type, actually, same as Texture2D
typedef Texture2D TextureCubemap;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
unsigned int id; // OpenGL Framebuffer Object (FBO) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// RenderTexture type, same as RenderTexture2D
typedef RenderTexture2D RenderTexture;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // number of vertices stored in arrays
@ -450,18 +459,20 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coo
// Textures data management
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with default color and depth attachments)
RenderTexture2D rlLoadRenderTextureEx(int width, int height, int colorFormat, int depthBits, bool useDepthTexture);
void rlAttachRenderTexture(RenderTexture target, unsigned int textureId); // Attach/detach color buffer texture to an FBO (returns previous attachment)
bool rlCompleteRenderTexture(RenderTexture target); // Verify rendertexture is complete
// Render texture management (fbo)
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); // Load a render texture (with color and depth attachments)
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); // Attach texture/renderbuffer to an fbo
bool rlRenderTextureComplete(RenderTexture target); // Verify render texture is complete
// Vertex data management
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
@ -850,6 +861,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
// Extension supported flag: Textures format
static bool texNPOTSupported = false; // NPOT textures full support
static bool texFloatSupported = false; // float textures support (32 bit per channel)
static bool texDepthSupported = false; // Depth textures supported
static int maxDepthBits = 16; // Maximum bits for depth component
// Extension supported flag: Clamp mirror wrap mode
static bool texMirrorClampSupported = false; // Clamp mirror wrap mode supported
@ -1503,8 +1516,11 @@ void rlglInit(int width, int height)
// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
vaoSupported = true;
// Multiple texture extensions supported by default
texNPOTSupported = true;
texFloatSupported = true;
texDepthSupported = true;
// We get a list of available extensions and we check for some of them (compressed textures)
// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
@ -1573,6 +1589,13 @@ void rlglInit(int width, int height)
// Check texture float support
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
// Check depth texture support
if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) texDepthSupported = true;
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) maxDepthBits = 24;
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) maxDepthBits = 32;
#endif
// DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
@ -1970,6 +1993,60 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
return id;
}
// Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
{
unsigned int id = 0;
unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16;
if (bits == 24)
{
#if defined(GRAPHICS_API_OPENGL_33)
glInternalFormat = GL_DEPTH_COMPONENT24;
#elif defined(GRAPHICS_API_OPENGL_ES2)
if (maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
#endif
}
if (bits == 32)
{
#if defined(GRAPHICS_API_OPENGL_33)
glInternalFormat = GL_DEPTH_COMPONENT32;
#elif defined(GRAPHICS_API_OPENGL_ES2)
if (maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
#endif
}
if (!useRenderBuffer && texDepthSupported)
{
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
}
else
{
// Create the renderbuffer that will serve as the depth attachment for the framebuffer
// NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
glGenRenderbuffers(1, &id);
glBindRenderbuffer(GL_RENDERBUFFER, id);
glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
return id;
}
// Update already loaded texture in GPU with new data
// TODO: We don't know safely if internal texture format is the expected one...
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
@ -2102,7 +2179,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
// Load a texture to be used for rendering (fbo with default color and depth attachments)
// NOTE: If colorFormat or depthBits are no supported, no attachment is done
RenderTexture2D f">rlLoadRenderTexture(int width, int height) //, int colorFormat, int depthBits, bool useDepthTexture);
RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
{
RenderTexture2D target = { 0 };
@ -2113,116 +2190,86 @@ RenderTexture2D rlLoadRenderTexture(int width, int height) //, int colorFormat,
// Create fbo color texture attachment
//-----------------------------------------------------------------------------------------------------
target.texture.id = 0;
target.texture.width = width;
target.texture.height = height;
target.texture.format = UNCOMPRESSED_R8G8B8A8;
target.texture.mipmaps = 1;
// Create the texture that will serve as the color attachment for the framebuffer
glGenTextures(1, &target.texture.id);
glBindTexture(GL_TEXTURE_2D, target.texture.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
if ((format != -1) && (format < COMPRESSED_DXT1_RGB))
{
// WARNING: Some texture formats are not supported for fbo color attachment
target.texture.id = rlLoadTexture(NULL, width, height, format, 1);
target.texture.width = width;
target.texture.height = height;
target.texture.format = format;
target.texture.mipmaps = 1;
}
//-----------------------------------------------------------------------------------------------------
// Create fbo depth renderbuffer/texture
//-----------------------------------------------------------------------------------------------------
target.depth.id = 0;
target.depth.width = width;
target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_24BIT
target.depth.mipmaps = 1;
#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
#define USE_DEPTH_RENDERBUFFER
#else
#define USE_DEPTH_TEXTURE
#endif
#if defined(USE_DEPTH_RENDERBUFFER)
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
glGenRenderbuffers(1, &target.depth.id);
glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android
#elif defined(USE_DEPTH_TEXTURE)
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
glGenTextures(1, &target.depth.id);
glBindTexture(GL_TEXTURE_2D, target.depth.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
if (depthBits > 0)
{
target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
target.depth.width = width;
target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_24BIT ?
target.depth.mipmaps = 1;
}
//-----------------------------------------------------------------------------------------------------
// Attach color texture and depth renderbuffer to FBO
//-----------------------------------------------------------------------------------------------------
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
#if defined(USE_DEPTH_RENDERBUFFER)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
#elif defined(USE_DEPTH_TEXTURE)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
#endif
rlRenderTextureAttach(target, target.texture.id, 0);
if (useDepthTexture && texDepthSupported) rlRenderTextureAttach(target, target.depth.id, 2);
else rlRenderTextureAttach(target, target.depth.id, 1);
//-----------------------------------------------------------------------------------------------------
// Check if fbo is complete with attachments (valid)
//-----------------------------------------------------------------------------------------------------
if (rlRenderTextureComplete(target)) TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
//-----------------------------------------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
return target;
}
// Attach color buffer texture to an fbo (unloads previous attachment)
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType)
{
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
else if (attachType == 1) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id);
else if (attachType == 2) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Verify render texture is complete
bool rlRenderTextureComplete(RenderTexture target)
{
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
TraceLog(LOG_WARNING, "Framebuffer object could not be created...");
switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has incomplete attachment"); break;
#if defined(GRAPHICS_API_OPENGL_ES2)
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer has incomplete dimensions"); break;
#endif
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer has a missing attachment"); break;
default: break;
}
if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
if (target.depth.id > 0)
{
#if defined(USE_DEPTH_RENDERBUFFER)
glDeleteRenderbuffers(1, &target.depth.id);
#elif defined(USE_DEPTH_TEXTURE)
glDeleteTextures(1, &target.depth.id);
#endif
}
glDeleteFramebuffers(1, &target.id);
}
else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
//-----------------------------------------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
return target;
return (status == GL_FRAMEBUFFER_COMPLETE);
}
// Improved FBO generation function to allow selecting the attached color buffer pixel format
// and the depth buffer type (Renderbuffer or Texture) and size
// NOTE: Be careful on supported pixel formats...
//RenderTexture rlLoadRenderTexture(int width, int height, int colorFormat, int depthBits, bool useDepthTexture);
// Attach/detach color buffer texture to an FBO (returns previous attachment)
//Texture2D rlAttachRenderTexture(RenderTexture target, Texture2D texture);
//void rlRenderTextureColorAttach(RenderTexture target, Texture2D texture);
//bool rlRenderTextureComplete(RenderTexture target); // Verify valid rendertexture
// Generate mipmap data for selected texture
void rlGenerateMipmaps(Texture2D *texture)
{
@ -2770,7 +2817,7 @@ void *rlReadTexturePixels(Texture2D texture)
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
// We are using Option 1, just need to care for texture format on retrieval
// NOTE: This behaviour could be conditioned by graphic driver...
RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false);
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glBindTexture(GL_TEXTURE_2D, 0);
@ -3509,7 +3556,7 @@ void InitVrSimulator(VrDeviceInfo info)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize framebuffer and textures for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
#if defined(SUPPORT_DISTORTION_SHADER)
// Load distortion shader

+ 1
- 1
src/textures.c Ver fichero

@ -486,7 +486,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layoutType)
// NOTE: Render texture is loaded by default with RGBA color attachment and depth RenderBuffer
RenderTexture2D LoadRenderTexture(int width, int height)
{
RenderTexture2D target = rlLoadRenderTexture(width, height);
RenderTexture2D target = rlLoadRenderTexture(width, height, UNCOMPRESSED_R8G8B8A8, 24, false);
return target;
}

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