Add Skybox Example (#5)

* added skybox example

* use existing resource directory
This commit is contained in:
Pebaz 2019-09-30 06:51:49 -04:00 committed by Richard Smith
parent 779fd39135
commit 95b31c40de
5 changed files with 131 additions and 64 deletions

View file

@ -0,0 +1,67 @@
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'resources/shaders/skybox.vs',
b'resources/shaders/skybox.fs'
)
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'resources/shaders/cubemap.vs',
b'resources/shaders/cubemap.fs'
)
rl.SetShaderValue(
shdrCubemap,
rl.GetShaderLocation(shdrCubemap, b'equirectangularMap'),
ffi.new('int[]', [0]),
rl.UNIFORM_INT
)
texHDR = rl.LoadTexture(b'resources/dresden_square.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)

View file

@ -8,31 +8,31 @@
#version 330 #version 330
# Input vertex attributes (from vertex shader) // Input vertex attributes (from vertex shader)
in vec3 fragPos in vec3 fragPosition;
# Input uniform values // Input uniform values
uniform sampler2D equirectangularMap uniform sampler2D equirectangularMap;
# Output fragment color // Output fragment color
out vec4 finalColor out vec4 finalColor;
vec2 SampleSphericalMap(vec3 v) vec2 SampleSphericalMap(vec3 v)
[ {
vec2 uv = vec2(atan(v.z, v.x), asin(v.y)) vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= vec2(0.1591, 0.3183) uv *= vec2(0.1591, 0.3183);
uv += 0.5 uv += 0.5;
return uv return uv;
] }
void main() void main()
[ {
# Normalize local position // Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPos)) vec2 uv = SampleSphericalMap(normalize(fragPosition));
# Fetch color from texture map // Fetch color from texture map
vec3 color = texture(equirectangularMap, uv).rgb vec3 color = texture(equirectangularMap, uv).rgb;
# Calculate final fragment color // Calculate final fragment color
finalColor = vec4(color, 1.0) finalColor = vec4(color, 1.0);
] }

View file

@ -8,21 +8,21 @@
#version 330 #version 330
# Input vertex attributes // Input vertex attributes
in vec3 vertexPosition in vec3 vertexPosition;
# Input uniform values // Input uniform values
uniform mat4 projection uniform mat4 projection;
uniform mat4 view uniform mat4 view;
# Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
out vec3 fragPos out vec3 fragPosition;
void main() void main()
[ {
# Calculate fragment position based on model transformations // Calculate fragment position based on model transformations
fragPos = vertexPosition fragPosition = vertexPosition;
# Calculate final vertex position // Calculate final vertex position
gl_Position = projection*view*vec4(vertexPosition, 1.0) gl_Position = projection*view*vec4(vertexPosition, 1.0);
] }

View file

@ -8,24 +8,24 @@
#version 330 #version 330
# Input vertex attributes (from vertex shader) // Input vertex attributes (from vertex shader)
in vec3 fragPos in vec3 fragPosition;
# Input uniform values // Input uniform values
uniform samplerCube environmentMap uniform samplerCube environmentMap;
# Output fragment color // Output fragment color
out vec4 finalColor out vec4 finalColor;
void main() void main()
[ {
# Fetch color from texture map // Fetch color from texture map
vec3 color = texture(environmentMap, fragPos).rgb vec3 color = texture(environmentMap, fragPosition).rgb;
# Apply gamma correction // Apply gamma correction
color = color/(color + vec3(1.0)) color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2)) color = pow(color, vec3(1.0/2.2));
# Calculate final fragment color // Calculate final fragment color
finalColor = vec4(color, 1.0) finalColor = vec4(color, 1.0);
] }

View file

@ -8,25 +8,25 @@
#version 330 #version 330
# Input vertex attributes // Input vertex attributes
in vec3 vertexPosition in vec3 vertexPosition;
# Input uniform values // Input uniform values
uniform mat4 projection uniform mat4 projection;
uniform mat4 view uniform mat4 view;
# Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
out vec3 fragPos out vec3 fragPosition;
void main() void main()
[ {
# Calculate fragment position based on model transformations // Calculate fragment position based on model transformations
fragPos = vertexPosition fragPosition = vertexPosition;
# Remove translation from the view matrix // Remove translation from the view matrix
mat4 rotView = mat4(mat3(view)) mat4 rotView = mat4(mat3(view));
vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0) vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
# Calculate final vertex position // Calculate final vertex position
gl_Position = clipPos.xyww gl_Position = clipPos.xyzw;
] }