Properly working MSAA and SRGB :D

This commit is contained in:
bloeys
2023-10-08 03:20:56 +04:00
parent d703a5270c
commit 81b515197d
5 changed files with 68 additions and 16 deletions

View File

@ -238,7 +238,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
return tex, nil
}
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
// LoadCubemapTextures only supports the 'TextureIsSrgba' option
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
if loadOptions == nil {
loadOptions = &TextureLoadOptions{}
}
var imgDecoder func(r io.Reader) (image.Image, error)
ext := strings.ToLower(path.Ext(rightTex))
@ -283,7 +288,12 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
height := int32(nrgbaImg.Bounds().Dy())
width := int32(nrgbaImg.Bounds().Dx())
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
internalFormat := int32(gl.RGBA8)
if loadOptions.TextureIsSrgba {
internalFormat = gl.SRGB_ALPHA
}
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, internalFormat, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
}
// set the texture wrapping/filtering options (on the currently bound texture object)