Add AS3 files
parent
0b97402ab8
commit
e69398d87f
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@ -8,5 +8,17 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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add_subdirectory(../raylib-cpp raylib)
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add_subdirectory(../raylib-cpp raylib)
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add_executable(as3 as3.cpp)
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include(../assets/includeable.cmake)
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add_executable(as3 as3.cpp skybox.cpp)
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target_link_libraries(as3 PUBLIC raylib raylib_cpp)
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target_link_libraries(as3 PUBLIC raylib raylib_cpp)
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make_includeable(../assets/shaders/skybox.vs generated/skybox.vs)
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make_includeable(../assets/shaders/skybox.fs generated/skybox.fs)
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make_includeable(../assets/shaders/cubemap.vs generated/cubemap.vs)
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make_includeable(../assets/shaders/cubemap.fs generated/cubemap.fs)
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configure_file(../assets/models/penguin.glb models/penguin.glb COPYONLY)
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configure_file(../assets/models/eagle.glb models/eagle.glb COPYONLY)
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configure_file(../assets/textures/skybox.png textures/skybox.png COPYONLY)
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configure_file(../assets/textures/snow.jpg textures/snow.jpg COPYONLY)
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76
as3/as3.cpp
76
as3/as3.cpp
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@ -1,17 +1,89 @@
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#include "AudioDevice.hpp"
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#include "Color.hpp"
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#include "Color.hpp"
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#include "Keyboard.hpp"
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#include "Matrix.hpp"
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#include "Mesh.hpp"
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#include "Model.hpp"
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#include "raylib.h"
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#include "raylib.h"
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#include <raylib-cpp.hpp>
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#include <raylib-cpp.hpp>
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#include <iostream>
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#define SKYBOX_IMPLEMENTATION
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#include "skybox.hpp"
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void DrawBoundedModel(raylib::Model &model, auto transformer) {
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// store the original transform to apply a different transform to the
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// model without affecting the next time we draw
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raylib::Matrix oldTransform = model.GetTransform();
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// apply the transform that we get from whatever the transformer callback
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// gives us
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raylib::Matrix transform = transformer(model.GetTransform());
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// apply the transform that we got from the transformer to the model
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model.SetTransform(transform);
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// draw the model, passing the origin and default scale as arguments since
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// the transform is already applied to the model
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model.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
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// get the bounding box of the model after applying the transform
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auto box = model.GetTransformedBoundingBox();
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// draw the bounding box of the model using raylib's built in function
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DrawBoundingBox(box, raylib::Color::White());
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// restore the model's transform to its original state so that the next time we
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// draw the model, it doesn't have the previous transform applied to it
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model.SetTransform(oldTransform);
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}
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int main() {
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int main() {
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raylib::Window window(800, 600, "CS381 - Assignment 0");
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raylib::Window window(800, 600, "CS381 - Assignment 3");
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window.SetState(FLAG_WINDOW_RESIZABLE);
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window.SetState(FLAG_WINDOW_RESIZABLE);
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raylib::AudioDevice audio;
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raylib::Model penguin("models/penguin.glb");
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raylib::Model eagle("models/eagle.glb");
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raylib::Camera3D camera(
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{ 0, 120, 500 },
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{ 0, 0, -1 },
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{ 0, 1, 0 },
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45.0f);
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raylib::Model ground = raylib::Mesh::Plane(10000, 10000, 50, 50, 25);
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cs381::SkyBox skybox("textures/skybox.png");
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raylib::Vector3 position = { 0, 0, 0 };
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raylib::Vector3 velocity = { 5, 0, 0 };
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window.SetTargetFPS(60); // save cpu cycles
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window.SetTargetFPS(60); // save cpu cycles
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while (!window.ShouldClose()) {
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while (!window.ShouldClose()) {
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window.BeginDrawing();
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window.BeginDrawing();
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window.ClearBackground(raylib::Color::RayWhite());
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window.ClearBackground(raylib::Color::Gray());
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float dt = window.GetFrameTime();
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position += velocity * dt;
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camera.BeginMode();
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skybox.Draw();
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// in addition to the required transforms, the models will rotate 10
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// degrees per second (extra credit), and the penguin is scaled by 30
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// eagle scaled by 10
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// Draw one eagle located at (0, 0, 0), default scale, and with default
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// orientation (10 points).
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DrawBoundedModel(penguin, [&position](raylib::Matrix transform) {
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return transform
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.Translate(position);
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});
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camera.EndMode();
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window.EndDrawing();
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window.EndDrawing();
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}
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}
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@ -0,0 +1,30 @@
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R"for_C++_include(#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPosition));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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})for_C++_include"
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R"for_C++_include(#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 matProjection;
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uniform mat4 matView;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPosition = vertexPosition;
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// Calculate final vertex position
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gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
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})for_C++_include"
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R"for_C++_include(#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform samplerCube environmentMap;
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uniform bool vflipped;
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uniform bool doGamma;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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// Fetch color from texture map
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vec3 color = vec3(0.0);
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if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
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else color = texture(environmentMap, fragPosition).rgb;
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if (doGamma)// Apply gamma correction
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{
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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}
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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})for_C++_include"
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R"for_C++_include(#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 matProjection;
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uniform mat4 matView;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPosition = vertexPosition;
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// Remove translation from the view matrix
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mat4 rotView = mat4(mat3(matView));
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vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
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// Calculate final vertex position
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gl_Position = clipPos;
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})for_C++_include"
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@ -0,0 +1,168 @@
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/*******************************************************************************************
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*
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* raylib [models] example - Skybox loading and drawing
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*
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* Example originally created with raylib 1.8, last time updated with raylib 4.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "skybox.hpp"
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#include <iostream>
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#include "rlgl.h"
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namespace cs381 {
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SkyBox& SkyBox::Init() {
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// Load skybox model
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cube = raylib::Mesh::Cube(1.0f, 1.0f, 1.0f).LoadModelFrom();
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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shader = raylib::Shader::LoadFromMemory(vertexShader, fragmentShader);
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cube.materials[0].shader = shader;
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shader.SetValue("environmentMap", (int)MATERIAL_MAP_CUBEMAP, SHADER_UNIFORM_INT);
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return *this;
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}
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SkyBox& SkyBox::Load(const std::string_view filename, bool isEnviornment/* = false*/) {
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if(shader.id == 0) Init();
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shader.SetValue("doGamma", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
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shader.SetValue("vflipped", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
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if(isEnviornment) {
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if(cubemapShader.id == 0){
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cubemapShader = raylib::Shader::LoadFromMemory(cubemapVertexShader, cubemapFragmentShader);
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cubemapShader.SetValue("equirectangularMap", int(0), SHADER_UNIFORM_INT);
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}
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// Load HDR panorama (sphere) texture
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texture.Load(filename);
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// Make sure that things aren't sampled in a pixelated manor!
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texture.SetFilter(TEXTURE_FILTER_BILINEAR);
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(cubemapShader, texture, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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} else {
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raylib::Image img(filename);
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texture.Load(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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// Make sure that things aren't sampled in a pixelated manor!
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texture.SetFilter(TEXTURE_FILTER_BILINEAR);
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cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = texture; // CUBEMAP_LAYOUT_PANORAMA
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}
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return *this;
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}
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SkyBox& SkyBox::Draw() {
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// We are inside the cube, we need to disable backface culling!
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rlDisableBackfaceCulling();
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rlDisableDepthMask();
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cube.Draw({});
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rlEnableBackfaceCulling();
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rlEnableDepthMask();
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return *this;
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}
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// Generate cubemap texture from HDR texture
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TextureCubemap SkyBox::GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) {
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TextureCubemap cubemap = { 0 };
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rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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// STEP 1: Setup framebuffer
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//------------------------------------------------------------------------------------------
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unsigned int rbo = rlLoadTextureDepth(size, size, true);
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cubemap.id = rlLoadTextureCubemap(0, size, format, 1);
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// unsigned int fbo = rlLoadFramebuffer(size, size);
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unsigned int fbo = rlLoadFramebuffer();
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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// Check if framebuffer is complete with attachments (valid)
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if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
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//------------------------------------------------------------------------------------------
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// STEP 2: Draw to framebuffer
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//------------------------------------------------------------------------------------------
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// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
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rlEnableShader(shader.id);
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// Define projection matrix and send it to shader
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Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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// Define view matrix for every side of the cubemap
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Matrix fboViews[6] = {
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MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ -1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }),
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MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }),
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MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }, Vector3{ 0.0f, -1.0f, 0.0f })
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};
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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// Activate and enable texture for drawing to cubemap faces
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rlActiveTextureSlot(0);
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rlEnableTexture(panorama.id);
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for (int i = 0; i < 6; i++) {
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// Set the view matrix for the current cube face
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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// Select the current cubemap face attachment for the fbo
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// WARNING: This function by default enables->attach->disables fbo!!!
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
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rlEnableFramebuffer(fbo);
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// Load and draw a cube, it uses the current enabled texture
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rlClearScreenBuffers();
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rlLoadDrawCube();
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// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
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||||||
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// 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);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
@ -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);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
@ -84,7 +84,7 @@ namespace cs381 {
|
||||||
// STEP 1: Setup framebuffer
|
// STEP 1: Setup framebuffer
|
||||||
//------------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------------
|
||||||
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
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(size, size);
|
||||||
unsigned int fbo = rlLoadFramebuffer();
|
unsigned int fbo = rlLoadFramebuffer();
|
||||||
|
|
@ -106,12 +106,12 @@ namespace cs381 {
|
||||||
|
|
||||||
// Define view matrix for every side of the cubemap
|
// Define view matrix for every side of the cubemap
|
||||||
Matrix fboViews[6] = {
|
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){ -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, -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){ 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
|
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||||
|
|
|
||||||
|
|
@ -16,16 +16,16 @@
|
||||||
namespace cs381 {
|
namespace cs381 {
|
||||||
struct SkyBox {
|
struct SkyBox {
|
||||||
constexpr static std::string_view vertexShader =
|
constexpr static std::string_view vertexShader =
|
||||||
#include "../generated/skybox.vs"
|
#include "generated/skybox.vs"
|
||||||
;
|
;
|
||||||
constexpr static std::string_view fragmentShader =
|
constexpr static std::string_view fragmentShader =
|
||||||
#include "../generated/skybox.fs"
|
#include "generated/skybox.fs"
|
||||||
;
|
;
|
||||||
constexpr static std::string_view cubemapVertexShader =
|
constexpr static std::string_view cubemapVertexShader =
|
||||||
#include "../generated/cubemap.vs"
|
#include "generated/cubemap.vs"
|
||||||
;
|
;
|
||||||
constexpr static std::string_view cubemapFragmentShader =
|
constexpr static std::string_view cubemapFragmentShader =
|
||||||
#include "../generated/cubemap.fs"
|
#include "generated/cubemap.fs"
|
||||||
;
|
;
|
||||||
|
|
||||||
static raylib::Shader cubemapShader;
|
static raylib::Shader cubemapShader;
|
||||||
|
|
@ -42,7 +42,7 @@ namespace cs381 {
|
||||||
}
|
}
|
||||||
|
|
||||||
~SkyBox() {
|
~SkyBox() {
|
||||||
if(cube.IsReady())
|
if(cube.IsValid())
|
||||||
UnloadTexture(cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
UnloadTexture(cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue