mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-21 18:58:14 +00:00
ADDED: LoadTextureCubemap()
Probably uncomplete, not tested yet...
This commit is contained in:
135
src/rlgl.h
135
src/rlgl.h
@@ -450,14 +450,18 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coo
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// Textures data management
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with default color and depth attachments)
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RenderTexture2D rlLoadRenderTextureEx(int width, int height, int colorFormat, int depthBits, bool useDepthTexture);
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void rlAttachRenderTexture(RenderTexture target, unsigned int textureId); // Attach/detach color buffer texture to an FBO (returns previous attachment)
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bool rlCompleteRenderTexture(RenderTexture target); // Verify rendertexture is complete
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// Vertex data management
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void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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@@ -699,9 +703,9 @@ typedef struct DynamicBuffer {
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typedef struct DrawCall {
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int mode; // Drawing mode: LINES, TRIANGLES, QUADS
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int vertexCount; // Number of vertex of the draw
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//GLuint vaoId; // Vertex Array id to be used on the draw
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//GLuint shaderId; // Shader id to be used on the draw
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GLuint textureId; // Texture id to be used on the draw
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//unsigned int vaoId; // Vertex Array id to be used on the draw
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//unsigned int shaderId; // Shader id to be used on the draw
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unsigned int textureId; // Texture id to be used on the draw
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//Matrix projection; // Projection matrix for this draw
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//Matrix modelview; // Modelview matrix for this draw
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} DrawCall;
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@@ -713,7 +717,8 @@ typedef struct VrStereoConfig {
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Shader distortionShader; // VR stereo rendering distortion shader
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Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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int eyesViewport[2][4]; // VR stereo rendering eyes viewports [x, y, w, h]
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int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
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int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
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} VrStereoConfig;
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#endif
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@@ -1816,7 +1821,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
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{
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glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
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GLuint id = 0;
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unsigned int id = 0;
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// Check texture format support by OpenGL 1.1 (compressed textures not supported)
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#if defined(GRAPHICS_API_OPENGL_11)
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@@ -2039,26 +2044,81 @@ void rlUnloadTexture(unsigned int id)
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if (id > 0) glDeleteTextures(1, &id);
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}
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// Load a texture to be used for rendering (fbo with color and depth attachments)
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RenderTexture2D rlLoadRenderTexture(int width, int height)
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// Load texture cubemap
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// NOTE: Cubemap data is expected to be 6 images in a single column,
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// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
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unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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{
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unsigned int cubemapId = 0;
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unsigned int dataSize = GetPixelDataSize(size, size, format);
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glGenTextures(1, &cubemapId);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
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unsigned int glInternalFormat, glFormat, glType;
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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// Load cubemap faces
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for (unsigned int i = 0; i < 6; i++)
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{
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if (glInternalFormat != -1)
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{
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if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
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#if !defined(GRAPHICS_API_OPENGL_11)
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else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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if (format == UNCOMPRESSED_GRAYSCALE)
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{
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
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glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else if (format == UNCOMPRESSED_GRAY_ALPHA)
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{
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#if defined(GRAPHICS_API_OPENGL_21)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
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#elif defined(GRAPHICS_API_OPENGL_33)
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GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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#endif
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glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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#endif
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}
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}
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// Set cubemap texture sampling parameters
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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_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#if defined(GRAPHICS_API_OPENGL_33)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
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#endif
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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return cubemapId;
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}
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// Load a texture to be used for rendering (fbo with default color and depth attachments)
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// NOTE: If colorFormat or depthBits are no supported, no attachment is done
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RenderTexture2D rlLoadRenderTexture(int width, int height) //, int colorFormat, int depthBits, bool useDepthTexture);
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{
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RenderTexture2D target = { 0 };
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target.id = 0;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Create the framebuffer object
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glGenFramebuffers(1, &target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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// Create fbo color texture attachment
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//-----------------------------------------------------------------------------------------------------
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target.texture.id = 0;
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target.texture.width = width;
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target.texture.height = height;
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target.texture.format = UNCOMPRESSED_R8G8B8A8;
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target.texture.mipmaps = 1;
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target.depth.id = 0;
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT
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target.depth.mipmaps = 1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Create the texture that will serve as the color attachment for the framebuffer
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glGenTextures(1, &target.texture.id);
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glBindTexture(GL_TEXTURE_2D, target.texture.id);
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@@ -2068,7 +2128,16 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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//-----------------------------------------------------------------------------------------------------
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// Create fbo depth renderbuffer/texture
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//-----------------------------------------------------------------------------------------------------
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target.depth.id = 0;
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT
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target.depth.mipmaps = 1;
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#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
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#define USE_DEPTH_RENDERBUFFER
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#else
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@@ -2092,19 +2161,20 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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// Create the framebuffer object
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glGenFramebuffers(1, &target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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//-----------------------------------------------------------------------------------------------------
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// Attach color texture and depth renderbuffer to FBO
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//-----------------------------------------------------------------------------------------------------
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0);
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#if defined(USE_DEPTH_RENDERBUFFER)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id);
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#elif defined(USE_DEPTH_TEXTURE)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0);
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#endif
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//-----------------------------------------------------------------------------------------------------
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// Check if fbo is complete with attachments (valid)
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//-----------------------------------------------------------------------------------------------------
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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@@ -2135,6 +2205,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
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glDeleteFramebuffers(1, &target.id);
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}
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else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
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//-----------------------------------------------------------------------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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@@ -2142,6 +2213,16 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
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return target;
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}
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// Improved FBO generation function to allow selecting the attached color buffer pixel format
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// and the depth buffer type (Renderbuffer or Texture) and size
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// NOTE: Be careful on supported pixel formats...
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//RenderTexture rlLoadRenderTexture(int width, int height, int colorFormat, int depthBits, bool useDepthTexture);
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// Attach/detach color buffer texture to an FBO (returns previous attachment)
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//Texture2D rlAttachRenderTexture(RenderTexture target, Texture2D texture);
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//void rlRenderTextureColorAttach(RenderTexture target, Texture2D texture);
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//bool rlRenderTextureComplete(RenderTexture target); // Verify valid rendertexture
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// Generate mipmap data for selected texture
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void rlGenerateMipmaps(Texture2D *texture)
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{
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@@ -2855,7 +2936,7 @@ Shader LoadShaderCode(char *vsCode, char *fsCode)
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name[namelen] = 0;
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// Get the location of the named uniform
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GLuint location = glGetUniformLocation(shader.id, name);
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unsigned int location = glGetUniformLocation(shader.id, name);
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TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
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}
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@@ -4315,8 +4396,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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// Compute eyes Viewports
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//vrConfig.eyesViewport[0] = { 0.0f, 0.0f, (float)hmd.hResolution/2, (float)hmd.vResolution };
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//vrConfig.eyesViewport[1] = { hmd.hResolution/2.0f, 0.0f, (float)hmd.hResolution/2, (float) hmd.vResolution };
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//vrConfig.eyeViewportRight[0] = (int[4]){ 0, 0, hmd.hResolution/2, hmd.vResolution };
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//vrConfig.eyeViewportLeft[0] = (int[4]){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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