Reviewed examples
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@ -243,10 +243,10 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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// Texture maps generation (PBR)
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//-------------------------------------------------------------------------------------------
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// Generate cubemap texture from HDR texture
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TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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{
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TextureCubemap cubemap = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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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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@ -281,11 +281,6 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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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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#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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rlActiveTextureSlot(0);
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rlEnableTexture(panorama.id);
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#endif
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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for (int i = 0; i < 6; i++)
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@ -294,18 +289,11 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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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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#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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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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#endif
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rlClearScreenBuffers();
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rlLoadDrawCube();
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#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
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// Using internal batch system instead of raw OpenGL cube creating+drawing
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// NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
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rlClearScreenBuffers();
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DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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rlDrawRenderBatch(RLGL.currentBatch);
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#endif
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}
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//------------------------------------------------------------------------------------------
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@ -325,16 +313,15 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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cubemap.height = size;
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cubemap.mipmaps = 1;
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cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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#endif
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return cubemap;
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}
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// Generate irradiance texture using cubemap data
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TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
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static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
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{
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TextureCubemap irradiance = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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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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@ -398,16 +385,15 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
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irradiance.height = size;
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irradiance.mipmaps = 1;
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irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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#endif
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return irradiance;
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}
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// Generate prefilter texture using cubemap data
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TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
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static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
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{
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TextureCubemap prefilter = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
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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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@ -494,16 +480,16 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
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prefilter.height = size;
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prefilter.mipmaps = MAX_MIPMAP_LEVELS;
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prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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#endif
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return prefilter;
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}
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// Generate BRDF texture using cubemap data
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// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
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Texture2D GenTextureBRDF(Shader shader, int size)
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static Texture2D GenTextureBRDF(Shader shader, int size)
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{
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Texture2D brdf = { 0 };
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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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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@ -542,6 +528,6 @@ Texture2D GenTextureBRDF(Shader shader, int size)
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brdf.height = size;
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brdf.mipmaps = 1;
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brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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#endif
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return brdf;
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}
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@ -12,7 +12,8 @@
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#include "raylib.h"
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#include "rlgl.h"
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bool useHDR = false;
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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int main(void)
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{
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@ -29,6 +30,8 @@ int main(void)
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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube);
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bool useHDR = false;
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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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@ -62,7 +65,7 @@ int main(void)
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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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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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}
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@ -102,7 +105,7 @@ int main(void)
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Texture2D panorama = LoadTexture(droppedFiles[0]);
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama);
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}
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else
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@ -162,3 +165,78 @@ int main(void)
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return 0;
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}
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// Generate cubemap texture from HDR texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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{
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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);
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unsigned int fbo = rlLoadFramebuffer(size, size);
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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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for (int i = 0; i < 6; i++)
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{
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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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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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 = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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return cubemap;
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}
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