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Reviewed examples

raysan5 4 gadi atpakaļ
vecāks
revīzija
51f3129c5d
2 mainītis faili ar 92 papildinājumiem un 28 dzēšanām
  1. 11 25
      examples/models/models_material_pbr.c
  2. 81 3
      examples/models/models_skybox.c

+ 11 - 25
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;
 }

+ 81 - 3
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;
+}