Reviewed examples

This commit is contained in:
raysan5 2021-04-02 15:34:32 +02:00
parent ccdf7ff335
commit 51f3129c5d
2 changed files with 92 additions and 28 deletions

View File

@ -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;
}

View File

@ -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;
}