Kaynağa Gözat

Fixes gl state after HDR texture functions. (#1621)

Updates skybox demo to show how to do both HDR and non HDR skyboxes

Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
pull/1624/head
Jeffery Myers 4 yıl önce
işlemeyi yapan: GitHub
ebeveyn
işleme
0f10c44578
Veri tabanında bu imza için bilinen anahtar bulunamadı GPG Anahtar Kimliği: 4AEE18F83AFDEB23
5 değiştirilmiş dosya ile 67 ekleme ve 28 silme
  1. +52
    -19
      examples/models/models_skybox.c
  2. +6
    -3
      examples/models/resources/shaders/glsl100/skybox.fs
  3. +6
    -3
      examples/models/resources/shaders/glsl330/skybox.fs
  4. BIN
      examples/models/resources/skybox.png
  5. +3
    -3
      src/rlgl.h

+ 52
- 19
examples/models/models_skybox.c Dosyayı Görüntüle

@ -10,6 +10,9 @@
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
bool useHDR = false;
int main(void)
{
@ -35,7 +38,8 @@ int main(void)
skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
#endif
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, UNIFORM_INT);
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, UNIFORM_INT);
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, UNIFORM_INT);
// Load cubemap shader and setup required shader locations
#if defined(PLATFORM_DESKTOP)
@ -45,18 +49,29 @@ int main(void)
#endif
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
// Load HDR panorama (sphere) texture
char panoFileName[256] = { 0 };
TextCopy(panoFileName, "resources/dresden_square_2k.hdr");
Texture2D panorama = LoadTexture(panoFileName);
char skyboxFileName[256] = { 0 };
if (useHDR)
{
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
// Load HDR panorama (sphere) texture
Texture2D panorama = 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 UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
// 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 UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
}
else
{
Image img = LoadImage("resources/skybox.png");
skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
UnloadImage(img);
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
@ -82,12 +97,22 @@ int main(void)
{
// Unload current cubemap texture and load new one
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
panorama = LoadTexture(droppedFiles[0]);
TextCopy(panoFileName, droppedFiles[0]);
// Generate cubemap from panorama texture
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama);
if (useHDR)
{
Texture2D panorama = LoadTexture(droppedFiles[0]);
// Generate cubemap from panorama texture
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama);
}
else
{
Image img = LoadImage(droppedFiles[0]);
skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
UnloadImage(img);
}
TextCopy(skyboxFileName, droppedFiles[0]);
}
}
@ -102,11 +127,19 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
rlDisableBackfaceCulling();
rlDisableDepthMask();
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
rlEnableBackfaceCulling();
rlEnableDepthMask();
DrawGrid(10, 1.0f);
EndMode3D();
DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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();

+ 6
- 3
examples/models/resources/shaders/glsl100/skybox.fs Dosyayı Görüntüle

@ -8,6 +8,7 @@ varying vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
void main()
{
@ -19,9 +20,11 @@ void main()
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
// Apply gamma correction
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
if (doGamma)// Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);

+ 6
- 3
examples/models/resources/shaders/glsl330/skybox.fs Dosyayı Görüntüle

@ -16,6 +16,7 @@ in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
// Output fragment color
out vec4 finalColor;
@ -28,9 +29,11 @@ void main()
if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
else color = texture(environmentMap, fragPosition).rgb;
// Apply gamma correction
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
if (doGamma)// Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
finalColor = vec4(color, 1.0);

BIN
examples/models/resources/skybox.png Dosyayı Görüntüle

Önce Sonra
Genişlik: 2048  |  Yükseklik: 1536  |  Boyut: 11 KiB

+ 3
- 3
src/rlgl.h Dosyayı Görüntüle

@ -3530,7 +3530,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
o">//rlEnableBackfaceCulling();
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
cubemap.width = size;
@ -3603,7 +3603,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
o">//rlEnableBackfaceCulling();
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
irradiance.width = size;
@ -3701,7 +3701,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
// Reset viewport dimensions to default
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
o">//rlEnableBackfaceCulling();
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
prefilter.width = size;

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