added skybox example

This commit is contained in:
Samuel Wilder 2019-09-26 10:49:34 -04:00
parent 779fd39135
commit 4ce5b08c99
6 changed files with 196 additions and 0 deletions

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from raylib.dynamic import raylib as rl, ffi
from raylib.colors import *
screenWidth = 1260
screenHeight = 768
rl.InitWindow(screenWidth, screenHeight, b'Skymap Demo')
camera = ffi.new('struct Camera3D *', [[1, 1, 1], [4, 1, 4], [0, 1, 0], 70, 0])
cube = rl.GenMeshCube(100, 100, 100)
skybox = rl.LoadModelFromMesh(cube)
skybox.materials[0].shader = rl.LoadShader(
b'res/shader/skybox.vs.glsl',
b'res/shader/skybox.fs.glsl'
)
rl.SetShaderValue(
skybox.materials[0].shader,
rl.GetShaderLocation(skybox.materials[0].shader, b"environmentMap"),
ffi.new('int[]', [rl.MAP_CUBEMAP]),
rl.UNIFORM_INT
)
shdrCubemap = rl.LoadShader(
b'res/shader/cubemap.vs.glsl',
b'res/shader/cubemap.fs.glsl'
)
rl.SetShaderValue(
shdrCubemap,
rl.GetShaderLocation(shdrCubemap, b'equirectangularMap'),
ffi.new('int[]', [0]),
rl.UNIFORM_INT
)
texHDR = rl.LoadTexture(b'res/img/skymap.hdr')
skybox.materials[0].maps[rl.MAP_CUBEMAP].texture = rl.GenTextureCubemap(shdrCubemap, texHDR, 512);
rl.UnloadTexture(texHDR)
rl.UnloadShader(shdrCubemap)
rl.SetCameraMode(camera[0], rl.CAMERA_FIRST_PERSON)
rl.SetTargetFPS(60)
while not rl.WindowShouldClose():
rl.UpdateCamera(camera)
rl.BeginDrawing()
rl.ClearBackground(RAYWHITE)
rl.BeginMode3D(camera[0])
rl.DrawModel(skybox, [0, 0, 0], 1.0, WHITE)
rl.DrawGrid(10, 1.0)
for x in range(10):
for y in range(10):
rl.DrawCube([x * 2, 0, y * 2], 1, 1, 1, MAROON)
rl.DrawCubeWires([x * 2, 0, y * 2], 1, 1, 1, RED)
rl.EndMode3D()
rl.DrawFPS(10, 10)
rl.EndDrawing()
rl.CloseWindow()
rl.UnloadShader(skybox.materials[0].shader)
rl.UnloadTexture(skybox.materials[0].maps[rl.MAP_CUBEMAP].texture)
rl.UnloadModel(skybox)

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examples/res/img/skymap.hdr Normal file

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/*******************************************************************************************
*
* rPBR [shader] - Equirectangular to cubemap fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
// Output fragment color
out vec4 finalColor;
vec2 SampleSphericalMap(vec3 v)
{
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= vec2(0.1591, 0.3183);
uv += 0.5;
return uv;
}
void main()
{
// Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPosition));
// Fetch color from texture map
vec3 color = texture(equirectangularMap, uv).rgb;
// Calculate final fragment color
finalColor = vec4(color, 1.0);
}

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/*******************************************************************************************
*
* rPBR [shader] - Equirectangular to cubemap vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 projection;
uniform mat4 view;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Calculate final vertex position
gl_Position = projection*view*vec4(vertexPosition, 1.0);
}

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/*******************************************************************************************
*
* rPBR [shader] - Background skybox fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
// Output fragment color
out vec4 finalColor;
void main()
{
// Fetch color from texture map
vec3 color = texture(environmentMap, fragPosition).rgb;
// 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);
}

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/*******************************************************************************************
*
* rPBR [shader] - Background skybox vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 projection;
uniform mat4 view;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Remove translation from the view matrix
mat4 rotView = mat4(mat3(view));
vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
gl_Position = clipPos.xyzw;
}