GLuint setupVertices(GLuint progId, std::array<glm::vec3, N> vertices, bool reverse = false);
// matrices used when capturing various environment maps
-glm::mat4 captureProj = glm::perspective(glm::radians(90.f), 1.f, 0.1f, 10.f);
-glm::mat4 captureViews[] = {
+const glm::mat4 captureProj = glm::perspective(glm::radians(90.f), 1.f, 0.1f, 10.f);
+const glm::mat4 captureViews[] = {
glm::lookAt(glm::vec3(0, 0, 0), glm::vec3( 1, 0, 0), glm::vec3(0, -1, 0)),
glm::lookAt(glm::vec3(0, 0, 0), glm::vec3(-1, 0, 0), glm::vec3(0, -1, 0)),
glm::lookAt(glm::vec3(0, 0, 0), glm::vec3( 0, 1, 0), glm::vec3(0, 0, 1)),
void Skybox::generatePrefilterMap() const {
glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterTexId);
for (GLuint i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 , GL_RGB16F, 128, 128, 0, GL_RGB, GL_FLOAT, nullptr);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 , GL_RGB16F, 128, 128, 0, GL_RGB, GL_HALF_FLOAT, nullptr);
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, hdrTexId);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16, img.width(), img.height(), 0, GL_RGB, GL_UNSIGNED_SHORT, (unsigned short*)img.data());
+ glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// setup cubemap texture
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexId);
for (GLuint i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, CUBEMAP_WIDTH, CUBEMAP_HEIGHT, 0, GL_RGB, GL_FLOAT, nullptr);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, CUBEMAP_WIDTH, CUBEMAP_HEIGHT, 0, GL_RGB, GL_HALF_FLOAT, nullptr);
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// setup irradiance map texture
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceTexId);
for (GLuint i = 0; i < 6; i++)
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_HALF_FLOAT, nullptr);
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);