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bindFramebufferFace
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void BasicIBL::prefilterCubeMap() | |
{ | |
auto texFormat = gl::TextureCubeMap::Format(); | |
texFormat.setInternalFormat( GL_RGB ); | |
texFormat.enableMipmapping(); | |
texFormat.setMinFilter( GL_LINEAR_MIPMAP_LINEAR ); | |
texFormat.setMagFilter( GL_LINEAR ); | |
texFormat.setWrap( GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE ); | |
auto fboFormat = gl::FboCubeMap::Format().textureCubeMapFormat( texFormat ); | |
auto fbo = gl::FboCubeMap::create( 512, 512, fboFormat ); | |
auto shader = gl::GlslProg::create( loadAsset( "shaders/prefilter.vert" ), loadAsset( "shaders/prefilter.frag" ) ); | |
shader->uniform( "uCubeMapTex", 0 ); | |
shader->uniform( "uMaxLod", static_cast<float>( NUM_MIP_LEVELS ) ); | |
auto cube = gl::Batch::create( geom::Cube().size( vec3( 2.0 ) ), shader ); | |
gl::ScopedFramebuffer fboScp( fbo ); | |
gl::ScopedTextureBind texScp( mCubeMapTex ); | |
gl::ScopedMatrices mScp; | |
ivec2 size = fbo->getSize(); | |
for( int level = 0; level < NUM_MIP_LEVELS; level++ ) { | |
gl::ScopedViewport vpScp( ivec2( 0, 0 ), size ); | |
for( uint8_t dir = 0; dir < 6; ++dir ) { | |
gl::setProjectionMatrix( ci::CameraPersp( size.x, size.y, 90.0f, 0.01f, 1000.0f ).getProjectionMatrix() ); | |
gl::setViewMatrix( fbo->calcViewMatrix( GL_TEXTURE_CUBE_MAP_POSITIVE_X + dir, vec3( 0 ) ) ); | |
GLuint id = fbo->getTextureCubeMap()->getId(); | |
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + dir, id, level ); | |
/* | |
The following does not work | |
fbo->bindFramebufferFace( GL_TEXTURE_CUBE_MAP_POSITIVE_X + dir, level ); | |
*/ | |
shader->uniform( "uLod", static_cast<float>( level ) ); | |
gl::clear( Color::black() ); | |
cube->draw(); | |
} | |
CI_LOG_V( "Mipmap level " << level << " generated at " << size ); | |
size /= 2; | |
} | |
mCubeMapFilteredTex = fbo->getTextureCubeMap(); | |
} |
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