Fix radiance map generation on mobile
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@ -1794,13 +1794,21 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10);
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// Need Mipmaps regardless of whether they are set in import by user
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glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
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#ifdef GLES_OVER_GL
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glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, int(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f))));
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glGenerateMipmap(texture->target);
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#else
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glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
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#endif
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// Need Mipmaps regardless of whether they are set in import by user
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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#ifdef GLES_OVER_GL
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glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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#else
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glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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#endif
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glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
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@ -1925,7 +1933,11 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
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#ifdef GLES_OVER_GL
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if (j < 3) {
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#else
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if (j == 0) {
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#endif
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
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@ -2051,7 +2063,11 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
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#ifdef GLES_OVER_GL
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if (lod < 3) {
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#else
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if (lod == 0) {
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#endif
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
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