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authorraysan5 <[email protected]>2021-04-02 15:34:32 +0200
committerraysan5 <[email protected]>2021-04-02 15:34:32 +0200
commit51f3129c5dfa4be70787fa9c4473335252abffcd (patch)
treeec61049855f0c3d7207c552ba5fb10696cc38cbf /examples/models
parentccdf7ff335795a7828bf53faedb8f7d5be8c47cf (diff)
downloadraylib-51f3129c5dfa4be70787fa9c4473335252abffcd.tar.gz
raylib-51f3129c5dfa4be70787fa9c4473335252abffcd.zip
Reviewed examples
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_material_pbr.c36
-rw-r--r--examples/models/models_skybox.c84
2 files changed, 92 insertions, 28 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index ed82d397..f0420d30 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -243,10 +243,10 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
// Texture maps generation (PBR)
//-------------------------------------------------------------------------------------------
// Generate cubemap texture from HDR texture
-TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
+static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
{
TextureCubemap cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
@@ -281,11 +281,6 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
-#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- rlActiveTextureSlot(0);
- rlEnableTexture(panorama.id);
-#endif
-
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
for (int i = 0; i < 6; i++)
@@ -294,18 +289,11 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
rlEnableFramebuffer(fbo);
-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
-#endif
- rlClearScreenBuffers();
- rlLoadDrawCube();
-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- // Using internal batch system instead of raw OpenGL cube creating+drawing
- // NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
+ rlClearScreenBuffers();
DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
rlDrawRenderBatch(RLGL.currentBatch);
-#endif
}
//------------------------------------------------------------------------------------------
@@ -325,16 +313,15 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
cubemap.height = size;
cubemap.mipmaps = 1;
cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
+
return cubemap;
}
// Generate irradiance texture using cubemap data
-TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
+static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap irradiance = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
@@ -398,16 +385,15 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
irradiance.height = size;
irradiance.mipmaps = 1;
irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
+
return irradiance;
}
// Generate prefilter texture using cubemap data
-TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
+static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap prefilter = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
@@ -494,16 +480,16 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
prefilter.height = size;
prefilter.mipmaps = MAX_MIPMAP_LEVELS;
prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
+
return prefilter;
}
// Generate BRDF texture using cubemap data
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
-Texture2D GenTextureBRDF(Shader shader, int size)
+static Texture2D GenTextureBRDF(Shader shader, int size)
{
Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
@@ -542,6 +528,6 @@ Texture2D GenTextureBRDF(Shader shader, int size)
brdf.height = size;
brdf.mipmaps = 1;
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
-#endif
+
return brdf;
}
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index e03aaab0..cef34611 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -12,7 +12,8 @@
#include "raylib.h"
#include "rlgl.h"
-bool useHDR = false;
+// Generate cubemap (6 faces) from equirectangular (panorama) texture
+static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
int main(void)
{
@@ -29,6 +30,8 @@ int main(void)
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
+
+ bool useHDR = false;
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
@@ -62,7 +65,7 @@ int main(void)
// 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 = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
}
@@ -102,7 +105,7 @@ int main(void)
Texture2D panorama = LoadTexture(droppedFiles[0]);
// Generate cubemap from panorama texture
- skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama);
}
else
@@ -162,3 +165,78 @@ int main(void)
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
+
+ for (int i = 0; i < 6; i++)
+ {
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
+
+ rlEnableFramebuffer(fbo);
+ 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 = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
+
+ return cubemap;
+}