ADDED: LoadTextureCubemap()

Probably uncomplete, not tested yet...
This commit is contained in:
Ray
2019-02-04 13:27:36 +01:00
parent 5755c5e310
commit fce48e85f4
3 changed files with 207 additions and 28 deletions

View File

@@ -450,14 +450,18 @@ 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 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 color and depth attachments)
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
// Vertex data management
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
@@ -699,9 +703,9 @@ typedef struct DynamicBuffer {
typedef struct DrawCall {
int mode; // Drawing mode: LINES, TRIANGLES, QUADS
int vertexCount; // Number of vertex of the draw
//GLuint vaoId; // Vertex Array id to be used on the draw
//GLuint shaderId; // Shader id to be used on the draw
GLuint textureId; // Texture id to be used on the draw
//unsigned int vaoId; // Vertex Array id to be used on the draw
//unsigned int shaderId; // Shader id to be used on the draw
unsigned int textureId; // Texture id to be used on the draw
//Matrix projection; // Projection matrix for this draw
//Matrix modelview; // Modelview matrix for this draw
} DrawCall;
@@ -713,7 +717,8 @@ typedef struct VrStereoConfig {
Shader distortionShader; // VR stereo rendering distortion shader
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
int eyesViewport[2][4]; // VR stereo rendering eyes viewports [x, y, w, h]
int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
} VrStereoConfig;
#endif
@@ -1816,7 +1821,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
{
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
GLuint id = 0;
unsigned int id = 0;
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
#if defined(GRAPHICS_API_OPENGL_11)
@@ -2039,26 +2044,81 @@ void rlUnloadTexture(unsigned int id)
if (id > 0) glDeleteTextures(1, &id);
}
// Load a texture to be used for rendering (fbo with color and depth attachments)
RenderTexture2D rlLoadRenderTexture(int width, int height)
// Load texture cubemap
// NOTE: Cubemap data is expected to be 6 images in a single column,
// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
unsigned int rlLoadTextureCubemap(void *data, int size, int format)
{
unsigned int cubemapId = 0;
unsigned int dataSize = GetPixelDataSize(size, size, format);
glGenTextures(1, &cubemapId);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
// Load cubemap faces
for (unsigned int i = 0; i < 6; i++)
{
if (glInternalFormat != -1)
{
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);
#if !defined(GRAPHICS_API_OPENGL_11)
else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
#endif
#if defined(GRAPHICS_API_OPENGL_33)
if (format == UNCOMPRESSED_GRAYSCALE)
{
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else if (format == UNCOMPRESSED_GRAY_ALPHA)
{
#if defined(GRAPHICS_API_OPENGL_21)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
#elif defined(GRAPHICS_API_OPENGL_33)
GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
#endif
glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
#endif
}
}
// Set cubemap texture sampling parameters
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#if defined(GRAPHICS_API_OPENGL_33)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
#endif
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return cubemapId;
}
// 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 rlLoadRenderTexture(int width, int height) //, int colorFormat, int depthBits, bool useDepthTexture);
{
RenderTexture2D target = { 0 };
target.id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Create the framebuffer object
glGenFramebuffers(1, &target.id);
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
// 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;
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_33) || defined(GRAPHICS_API_OPENGL_ES2)
// 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);
@@ -2068,7 +2128,16 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
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);
//-----------------------------------------------------------------------------------------------------
// 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
@@ -2092,19 +2161,20 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
// Create the framebuffer object
glGenFramebuffers(1, &target.id);
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
//-----------------------------------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------------------------------
// Check if fbo is complete with attachments (valid)
//-----------------------------------------------------------------------------------------------------
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
@@ -2135,6 +2205,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
glDeleteFramebuffers(1, &target.id);
}
else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id);
//-----------------------------------------------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
@@ -2142,6 +2213,16 @@ RenderTexture2D rlLoadRenderTexture(int width, int height)
return target;
}
// 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)
{
@@ -2855,7 +2936,7 @@ Shader LoadShaderCode(char *vsCode, char *fsCode)
name[namelen] = 0;
// Get the location of the named uniform
GLuint location = glGetUniformLocation(shader.id, name);
unsigned int location = glGetUniformLocation(shader.id, name);
TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
}
@@ -4315,8 +4396,8 @@ static void SetStereoConfig(VrDeviceInfo hmd)
vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
// Compute eyes Viewports
//vrConfig.eyesViewport[0] = { 0.0f, 0.0f, (float)hmd.hResolution/2, (float)hmd.vResolution };
//vrConfig.eyesViewport[1] = { hmd.hResolution/2.0f, 0.0f, (float)hmd.hResolution/2, (float) hmd.vResolution };
//vrConfig.eyeViewportRight[0] = (int[4]){ 0, 0, hmd.hResolution/2, hmd.vResolution };
//vrConfig.eyeViewportLeft[0] = (int[4]){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
}
// Set internal projection and modelview matrix depending on eyes tracking data