Add AS3 files

master
John Montagu, the 4th Earl of Sandvich 2026-02-22 20:03:58 -08:00
parent 0b97402ab8
commit e69398d87f
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
10 changed files with 429 additions and 15 deletions

View File

@ -8,5 +8,17 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
add_subdirectory(../raylib-cpp raylib)
add_executable(as3 as3.cpp)
include(../assets/includeable.cmake)
add_executable(as3 as3.cpp skybox.cpp)
target_link_libraries(as3 PUBLIC raylib raylib_cpp)
make_includeable(../assets/shaders/skybox.vs generated/skybox.vs)
make_includeable(../assets/shaders/skybox.fs generated/skybox.fs)
make_includeable(../assets/shaders/cubemap.vs generated/cubemap.vs)
make_includeable(../assets/shaders/cubemap.fs generated/cubemap.fs)
configure_file(../assets/models/penguin.glb models/penguin.glb COPYONLY)
configure_file(../assets/models/eagle.glb models/eagle.glb COPYONLY)
configure_file(../assets/textures/skybox.png textures/skybox.png COPYONLY)
configure_file(../assets/textures/snow.jpg textures/snow.jpg COPYONLY)

View File

@ -1,17 +1,89 @@
#include "AudioDevice.hpp"
#include "Color.hpp"
#include "Keyboard.hpp"
#include "Matrix.hpp"
#include "Mesh.hpp"
#include "Model.hpp"
#include "raylib.h"
#include <raylib-cpp.hpp>
#include <iostream>
#define SKYBOX_IMPLEMENTATION
#include "skybox.hpp"
void DrawBoundedModel(raylib::Model &model, auto transformer) {
// store the original transform to apply a different transform to the
// model without affecting the next time we draw
raylib::Matrix oldTransform = model.GetTransform();
// apply the transform that we get from whatever the transformer callback
// gives us
raylib::Matrix transform = transformer(model.GetTransform());
// apply the transform that we got from the transformer to the model
model.SetTransform(transform);
// draw the model, passing the origin and default scale as arguments since
// the transform is already applied to the model
model.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
// get the bounding box of the model after applying the transform
auto box = model.GetTransformedBoundingBox();
// draw the bounding box of the model using raylib's built in function
DrawBoundingBox(box, raylib::Color::White());
// restore the model's transform to its original state so that the next time we
// draw the model, it doesn't have the previous transform applied to it
model.SetTransform(oldTransform);
}
int main() {
raylib::Window window(800, 600, "CS381 - Assignment 0");
raylib::Window window(800, 600, "CS381 - Assignment 3");
window.SetState(FLAG_WINDOW_RESIZABLE);
raylib::AudioDevice audio;
raylib::Model penguin("models/penguin.glb");
raylib::Model eagle("models/eagle.glb");
raylib::Camera3D camera(
{ 0, 120, 500 },
{ 0, 0, -1 },
{ 0, 1, 0 },
45.0f);
raylib::Model ground = raylib::Mesh::Plane(10000, 10000, 50, 50, 25);
cs381::SkyBox skybox("textures/skybox.png");
raylib::Vector3 position = { 0, 0, 0 };
raylib::Vector3 velocity = { 5, 0, 0 };
window.SetTargetFPS(60); // save cpu cycles
while (!window.ShouldClose()) {
window.BeginDrawing();
window.ClearBackground(raylib::Color::RayWhite());
window.ClearBackground(raylib::Color::Gray());
float dt = window.GetFrameTime();
position += velocity * dt;
camera.BeginMode();
skybox.Draw();
// in addition to the required transforms, the models will rotate 10
// degrees per second (extra credit), and the penguin is scaled by 30
// eagle scaled by 10
// Draw one eagle located at (0, 0, 0), default scale, and with default
// orientation (10 points).
DrawBoundedModel(penguin, [&position](raylib::Matrix transform) {
return transform
.Translate(position);
});
camera.EndMode();
window.EndDrawing();
}

View File

@ -0,0 +1,30 @@
R"for_C++_include(#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
// Output fragment color
out vec4 finalColor;
vec2 SampleSphericalMap(vec3 v)
{
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= vec2(0.1591, 0.3183);
uv += 0.5;
return uv;
}
void main()
{
// Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPosition));
// Fetch color from texture map
vec3 color = texture(equirectangularMap, uv).rgb;
// Calculate final fragment color
finalColor = vec4(color, 1.0);
})for_C++_include"

View File

@ -0,0 +1,20 @@
R"for_C++_include(#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Calculate final vertex position
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
})for_C++_include"

View File

@ -0,0 +1,30 @@
R"for_C++_include(#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
// Output fragment color
out vec4 finalColor;
void main()
{
// Fetch color from texture map
vec3 color = vec3(0.0);
if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
else color = texture(environmentMap, fragPosition).rgb;
if (doGamma)// Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
finalColor = vec4(color, 1.0);
})for_C++_include"

View File

@ -0,0 +1,24 @@
R"for_C++_include(#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Remove translation from the view matrix
mat4 rotView = mat4(mat3(matView));
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
gl_Position = clipPos;
})for_C++_include"

168
as3/skybox.cpp 100644
View File

@ -0,0 +1,168 @@
/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "skybox.hpp"
#include <iostream>
#include "rlgl.h"
namespace cs381 {
SkyBox& SkyBox::Init() {
// Load skybox model
cube = raylib::Mesh::Cube(1.0f, 1.0f, 1.0f).LoadModelFrom();
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
shader = raylib::Shader::LoadFromMemory(vertexShader, fragmentShader);
cube.materials[0].shader = shader;
shader.SetValue("environmentMap", (int)MATERIAL_MAP_CUBEMAP, SHADER_UNIFORM_INT);
return *this;
}
SkyBox& SkyBox::Load(const std::string_view filename, bool isEnviornment/* = false*/) {
if(shader.id == 0) Init();
shader.SetValue("doGamma", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
shader.SetValue("vflipped", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
if(isEnviornment) {
if(cubemapShader.id == 0){
cubemapShader = raylib::Shader::LoadFromMemory(cubemapVertexShader, cubemapFragmentShader);
cubemapShader.SetValue("equirectangularMap", int(0), SHADER_UNIFORM_INT);
}
// Load HDR panorama (sphere) texture
texture.Load(filename);
// Make sure that things aren't sampled in a pixelated manor!
texture.SetFilter(TEXTURE_FILTER_BILINEAR);
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(cubemapShader, texture, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
} else {
raylib::Image img(filename);
texture.Load(img, CUBEMAP_LAYOUT_AUTO_DETECT);
// Make sure that things aren't sampled in a pixelated manor!
texture.SetFilter(TEXTURE_FILTER_BILINEAR);
cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = texture; // CUBEMAP_LAYOUT_PANORAMA
}
return *this;
}
SkyBox& SkyBox::Draw() {
// We are inside the cube, we need to disable backface culling!
rlDisableBackfaceCulling();
rlDisableDepthMask();
cube.Draw({});
rlEnableBackfaceCulling();
rlEnableDepthMask();
return *this;
}
// Generate cubemap texture from HDR texture
TextureCubemap SkyBox::GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) {
TextureCubemap cubemap = { 0 };
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
cubemap.id = rlLoadTextureCubemap(0, size, format, 1);
// unsigned int fbo = rlLoadFramebuffer(size, size);
unsigned int fbo = rlLoadFramebuffer();
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
// Check if framebuffer is complete with attachments (valid)
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ -1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }, Vector3{ 0.0f, -1.0f, 0.0f })
};
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
// Activate and enable texture for drawing to cubemap faces
rlActiveTextureSlot(0);
rlEnableTexture(panorama.id);
for (int i = 0; i < 6; i++) {
// Set the view matrix for the current cube face
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
// Select the current cubemap face attachment for the fbo
// WARNING: This function by default enables->attach->disables fbo!!!
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
rlEnableFramebuffer(fbo);
// Load and draw a cube, it uses the current enabled texture
rlClearScreenBuffers();
rlLoadDrawCube();
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
// TODO: Investigate this issue...
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
//rlClearScreenBuffers();
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
//rlDrawRenderBatchActive();
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
cubemap.width = size;
cubemap.height = size;
cubemap.mipmaps = 1;
cubemap.format = format;
return cubemap;
}
raylib::Shader SkyBox::cubemapShader(0);
}

58
as3/skybox.hpp 100644
View File

@ -0,0 +1,58 @@
/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib-cpp.hpp"
namespace cs381 {
struct SkyBox {
constexpr static std::string_view vertexShader =
#include "generated/skybox.vs"
;
constexpr static std::string_view fragmentShader =
#include "generated/skybox.fs"
;
constexpr static std::string_view cubemapVertexShader =
#include "generated/cubemap.vs"
;
constexpr static std::string_view cubemapFragmentShader =
#include "generated/cubemap.fs"
;
static raylib::Shader cubemapShader;
raylib::Texture texture;
raylib::Shader shader;
raylib::Model cube;
SkyBox() : shader(0) {};
SkyBox(SkyBox&) = delete;
SkyBox(SkyBox&&) = default;
SkyBox(const std::string_view filename, bool isEnviornment = false) : SkyBox() {
Load(filename, isEnviornment);
}
~SkyBox() {
if(cube.IsValid())
UnloadTexture(cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
}
SkyBox& Init();
SkyBox& Load(const std::string_view filename, bool isEnviornment = false);
SkyBox& Draw();
private:
// Generate cubemap texture from HDR texture
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
};
}

View File

@ -84,7 +84,7 @@ namespace cs381 {
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
cubemap.id = rlLoadTextureCubemap(0, size, format);
cubemap.id = rlLoadTextureCubemap(0, size, format, 1);
// unsigned int fbo = rlLoadFramebuffer(size, size);
unsigned int fbo = rlLoadFramebuffer();
@ -106,12 +106,12 @@ namespace cs381 {
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ -1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }, Vector3{ 0.0f, -1.0f, 0.0f })
};
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions

View File

@ -16,16 +16,16 @@
namespace cs381 {
struct SkyBox {
constexpr static std::string_view vertexShader =
#include "../generated/skybox.vs"
#include "generated/skybox.vs"
;
constexpr static std::string_view fragmentShader =
#include "../generated/skybox.fs"
#include "generated/skybox.fs"
;
constexpr static std::string_view cubemapVertexShader =
#include "../generated/cubemap.vs"
#include "generated/cubemap.vs"
;
constexpr static std::string_view cubemapFragmentShader =
#include "../generated/cubemap.fs"
#include "generated/cubemap.fs"
;
static raylib::Shader cubemapShader;
@ -42,7 +42,7 @@ namespace cs381 {
}
~SkyBox() {
if(cube.IsReady())
if(cube.IsValid())
UnloadTexture(cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
}