mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-26 19:32:17 -05:00
263 lines
12 KiB
C
263 lines
12 KiB
C
|
/*******************************************************************************************
|
||
|
*
|
||
|
* raylib [models] example - Skybox loading and drawing
|
||
|
*
|
||
|
* This example has been created using raylib 3.5 (www.raylib.com)
|
||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||
|
*
|
||
|
* Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
|
||
|
*
|
||
|
********************************************************************************************/
|
||
|
|
||
|
#include "raylib.h"
|
||
|
|
||
|
#include "rlgl.h"
|
||
|
#include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt()
|
||
|
|
||
|
#if defined(PLATFORM_DESKTOP)
|
||
|
#define GLSL_VERSION 330
|
||
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||
|
#define GLSL_VERSION 100
|
||
|
#endif
|
||
|
|
||
|
// Generate cubemap (6 faces) from equirectangular (panorama) texture
|
||
|
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
|
||
|
|
||
|
int main(void)
|
||
|
{
|
||
|
// Initialization
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
const int screenWidth = 800;
|
||
|
const int screenHeight = 450;
|
||
|
|
||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||
|
|
||
|
// Define the camera to look into our 3d world
|
||
|
Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||
|
|
||
|
// Load skybox model
|
||
|
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||
|
Model skybox = LoadModelFromMesh(cube);
|
||
|
|
||
|
bool useHDR = true;
|
||
|
|
||
|
// Load skybox shader and set required locations
|
||
|
// NOTE: Some locations are automatically set at shader loading
|
||
|
skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
|
||
|
TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
|
||
|
|
||
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
|
||
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
|
||
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
|
||
|
|
||
|
// Load cubemap shader and setup required shader locations
|
||
|
Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
|
||
|
TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
|
||
|
|
||
|
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||
|
|
||
|
char skyboxFileName[256] = { 0 };
|
||
|
|
||
|
Texture2D panorama;
|
||
|
|
||
|
if (useHDR)
|
||
|
{
|
||
|
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
|
||
|
|
||
|
// Load HDR panorama (sphere) texture
|
||
|
panorama = LoadTexture(skyboxFileName);
|
||
|
|
||
|
// 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
|
||
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||
|
|
||
|
//UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Image img = LoadImage("resources/skybox.png");
|
||
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
|
||
|
UnloadImage(img);
|
||
|
}
|
||
|
|
||
|
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||
|
|
||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
|
||
|
// Main game loop
|
||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||
|
{
|
||
|
// Update
|
||
|
//----------------------------------------------------------------------------------
|
||
|
UpdateCamera(&camera); // Update camera
|
||
|
|
||
|
// Load new cubemap texture on drag&drop
|
||
|
if (IsFileDropped())
|
||
|
{
|
||
|
int count = 0;
|
||
|
char **droppedFiles = GetDroppedFiles(&count);
|
||
|
|
||
|
if (count == 1) // Only support one file dropped
|
||
|
{
|
||
|
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
|
||
|
{
|
||
|
// Unload current cubemap texture and load new one
|
||
|
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||
|
if (useHDR)
|
||
|
{
|
||
|
Texture2D panorama = LoadTexture(droppedFiles[0]);
|
||
|
|
||
|
// Generate cubemap from panorama texture
|
||
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||
|
UnloadTexture(panorama);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Image img = LoadImage(droppedFiles[0]);
|
||
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||
|
UnloadImage(img);
|
||
|
}
|
||
|
|
||
|
TextCopy(skyboxFileName, droppedFiles[0]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ClearDroppedFiles(); // Clear internal buffers
|
||
|
}
|
||
|
//----------------------------------------------------------------------------------
|
||
|
|
||
|
// Draw
|
||
|
//----------------------------------------------------------------------------------
|
||
|
BeginDrawing();
|
||
|
|
||
|
ClearBackground(RAYWHITE);
|
||
|
|
||
|
BeginMode3D(camera);
|
||
|
|
||
|
// We are inside the cube, we need to disable backface culling!
|
||
|
rlDisableBackfaceCulling();
|
||
|
rlDisableDepthMask();
|
||
|
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
|
||
|
rlEnableBackfaceCulling();
|
||
|
rlEnableDepthMask();
|
||
|
|
||
|
DrawGrid(10, 1.0f);
|
||
|
|
||
|
EndMode3D();
|
||
|
|
||
|
//DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE);
|
||
|
|
||
|
if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
||
|
else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
||
|
|
||
|
DrawFPS(10, 10);
|
||
|
|
||
|
EndDrawing();
|
||
|
//----------------------------------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
// De-Initialization
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
UnloadShader(skybox.materials[0].shader);
|
||
|
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||
|
|
||
|
UnloadModel(skybox); // Unload skybox model
|
||
|
|
||
|
CloseWindow(); // Close window and OpenGL context
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// Generate cubemap texture from HDR texture
|
||
|
static TextureCubemap 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);
|
||
|
|
||
|
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||
|
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;
|
||
|
}
|