168 lines
7.2 KiB
C++
168 lines
7.2 KiB
C++
/*******************************************************************************************
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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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// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
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// TODO: Investigate this issue...
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//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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//rlClearScreenBuffers();
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//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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//rlDrawRenderBatchActive();
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}
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//------------------------------------------------------------------------------------------
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// STEP 3: Unload framebuffer and reset state
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//------------------------------------------------------------------------------------------
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rlDisableShader(); // Unbind shader
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rlDisableTexture(); // Unbind texture
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rlDisableFramebuffer(); // Unbind framebuffer
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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// Reset viewport dimensions to default
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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rlEnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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cubemap.width = size;
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cubemap.height = size;
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cubemap.mipmaps = 1;
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cubemap.format = format;
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return cubemap;
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}
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raylib::Shader SkyBox::cubemapShader(0);
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} |