/******************************************************************************************* * * 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 #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); }