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>
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5 changed files with 67 additions and 28 deletions
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@ -10,6 +10,9 @@
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "rlgl.h"
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bool useHDR = false;
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int main(void)
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int main(void)
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{
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{
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@ -35,7 +38,8 @@ int main(void)
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
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#endif
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#endif
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, UNIFORM_INT);
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// Load cubemap shader and setup required shader locations
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// Load cubemap shader and setup required shader locations
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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@ -45,10 +49,14 @@ int main(void)
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#endif
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#endif
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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char skyboxFileName[256] = { 0 };
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if (useHDR)
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{
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TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
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// Load HDR panorama (sphere) texture
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// Load HDR panorama (sphere) texture
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char panoFileName[256] = { 0 };
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Texture2D panorama = panorama = LoadTexture(skyboxFileName);
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TextCopy(panoFileName, "resources/dresden_square_2k.hdr");
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Texture2D panorama = LoadTexture(panoFileName);
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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@ -57,6 +65,13 @@ int main(void)
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
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UnloadImage(img);
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}
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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@ -82,13 +97,23 @@ int main(void)
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{
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{
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// Unload current cubemap texture and load new one
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// Unload current cubemap texture and load new one
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UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
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UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
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panorama = LoadTexture(droppedFiles[0]);
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if (useHDR)
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TextCopy(panoFileName, droppedFiles[0]);
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{
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Texture2D panorama = LoadTexture(droppedFiles[0]);
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// Generate cubemap from panorama texture
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama);
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UnloadTexture(panorama);
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}
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}
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else
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{
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Image img = LoadImage(droppedFiles[0]);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
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UnloadImage(img);
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}
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TextCopy(skyboxFileName, droppedFiles[0]);
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}
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}
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}
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ClearDroppedFiles(); // Clear internal buffers
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ClearDroppedFiles(); // Clear internal buffers
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@ -102,11 +127,19 @@ int main(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginMode3D(camera);
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rlDisableBackfaceCulling();
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rlDisableDepthMask();
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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rlEnableBackfaceCulling();
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rlEnableDepthMask();
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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EndMode3D();
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EndMode3D();
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DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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if (useHDR)
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DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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else
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DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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EndDrawing();
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EndDrawing();
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@ -8,6 +8,7 @@ varying vec3 fragPosition;
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// Input uniform values
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// Input uniform values
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uniform samplerCube environmentMap;
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uniform samplerCube environmentMap;
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uniform bool vflipped;
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uniform bool vflipped;
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uniform bool doGamma;
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void main()
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void main()
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{
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{
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@ -19,9 +20,11 @@ void main()
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vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
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vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
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// Apply gamma correction
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if (doGamma)// Apply gamma correction
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{
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color = color/(color + vec3(1.0));
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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color = pow(color, vec3(1.0/2.2));
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}
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// Calculate final fragment color
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// Calculate final fragment color
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor = vec4(color, 1.0);
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@ -16,6 +16,7 @@ in vec3 fragPosition;
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// Input uniform values
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// Input uniform values
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uniform samplerCube environmentMap;
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uniform samplerCube environmentMap;
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uniform bool vflipped;
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uniform bool vflipped;
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uniform bool doGamma;
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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@ -28,9 +29,11 @@ void main()
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if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
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if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
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else color = texture(environmentMap, fragPosition).rgb;
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else color = texture(environmentMap, fragPosition).rgb;
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// Apply gamma correction
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if (doGamma)// Apply gamma correction
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{
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color = color/(color + vec3(1.0));
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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color = pow(color, vec3(1.0/2.2));
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}
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// Calculate final fragment color
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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finalColor = vec4(color, 1.0);
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BIN
examples/models/resources/skybox.png
Normal file
BIN
examples/models/resources/skybox.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 11 KiB |
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@ -3530,7 +3530,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
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// Reset viewport dimensions to default
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// Reset viewport dimensions to default
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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//rlEnableBackfaceCulling();
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rlEnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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cubemap.width = size;
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cubemap.width = size;
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@ -3603,7 +3603,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
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// Reset viewport dimensions to default
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// Reset viewport dimensions to default
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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//rlEnableBackfaceCulling();
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rlEnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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irradiance.width = size;
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irradiance.width = size;
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@ -3701,7 +3701,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
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// Reset viewport dimensions to default
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// Reset viewport dimensions to default
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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//rlEnableBackfaceCulling();
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rlEnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------
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prefilter.width = size;
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prefilter.width = size;
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