mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-06 06:13:10 +00:00
fix shaders_deffered_render.c for OpenGL ES 3 (#4617)
This fixes an incomplete framebuffer issue due to the use of a texture format not supported in ES 3. This commit also adds more information on how to manage deferred rendering.
This commit is contained in:
parent
99cb4cbc36
commit
6eb1206660
@ -95,11 +95,19 @@ int main(void)
|
||||
|
||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||
|
||||
// Since we are storing position and normal data in these textures,
|
||||
// we need to use a floating point format.
|
||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
||||
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
|
||||
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
|
||||
// depth, and the inverse view/projection matrices.
|
||||
|
||||
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
|
||||
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
|
||||
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
|
||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility.
|
||||
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations.
|
||||
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
||||
// Albedo (diffuse color) and specular strength can be combined into one texture.
|
||||
// The color in RGB, and the specular strength in the alpha channel.
|
||||
gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user