X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=skybox.cpp;h=c0a9ff63e75c539ef3eb62108c3325beeeff6c13;hp=cb79fb327f913c40858c77e09ecf996dfe1a7ea1;hb=4b4ca69c7cb67e03931d089a27cefa23be0544ac;hpb=d80972d96e5fcd444657f937ab2700039efa83d2 diff --git a/skybox.cpp b/skybox.cpp index cb79fb3..c0a9ff6 100644 --- a/skybox.cpp +++ b/skybox.cpp @@ -6,8 +6,8 @@ template GLuint setupVertices(GLuint progId, std::array 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)), @@ -19,7 +19,7 @@ glm::mat4 captureViews[] = { 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); @@ -95,7 +95,7 @@ Skybox::Skybox(const Image img): program("skyboxvert.glsl", "skyboxfrag.glsl") { 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); @@ -106,15 +106,17 @@ Skybox::Skybox(const Image img): program("skyboxvert.glsl", "skyboxfrag.glsl") { glGenFramebuffers(1, &captureFBO); glGenRenderbuffers(1, &captureRBO); + constexpr GLuint CUBEMAP_WIDTH = 1024, CUBEMAP_HEIGHT = 1024; + glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); glBindRenderbuffer(GL_RENDERBUFFER, captureRBO); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, CUBEMAP_WIDTH, CUBEMAP_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureFBO); // 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, 512, 512, 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); @@ -131,7 +133,7 @@ Skybox::Skybox(const Image img): program("skyboxvert.glsl", "skyboxfrag.glsl") { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, hdrTexId); - glViewport(0, 0, 512, 512); + glViewport(0, 0, CUBEMAP_WIDTH, CUBEMAP_HEIGHT); glBindFramebuffer(GL_FRAMEBUFFER, captureFBO); for (GLuint i = 0; i < 6; i++) { glUniformMatrix4fv(glGetUniformLocation(equiProg.progId, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i])); @@ -143,7 +145,7 @@ Skybox::Skybox(const Image img): program("skyboxvert.glsl", "skyboxfrag.glsl") { // 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);