LibGDX 0.9.9 - Apply cubemap in environment

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感情败类 2020-12-16 07:57

I am using LibGDX 0.9.9. I am trying to render cubemap and fog. So my code snippet below:

public void show() {
    modelBatch = new ModelBatch();
    environ         


        
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  • 2020-12-16 08:18

    After spending some time, I implemented cube map in LibGDX. Perhaps, it's not ideal solution, but there is nothing more (At least I couldn't find anything). So, I used native OpenGL ES functions and LibGDX. My class is below:

    public class EnvironmentCubemap implements Disposable{
    
    protected final Pixmap[] data = new Pixmap[6];  
    protected ShaderProgram shader;
    
    protected int u_worldTrans;
    protected Mesh quad;
    private Matrix4 worldTrans;
    private Quaternion q;
    
    protected String vertexShader = " attribute vec3 a_position; \n"+
            " attribute vec3 a_normal; \n"+
            " attribute vec2 a_texCoord0; \n"+          
            " uniform mat4 u_worldTrans; \n"+                   
            " varying vec2 v_texCoord0; \n"+
            " varying vec3 v_cubeMapUV; \n"+            
            " void main() { \n"+
            "     v_texCoord0 = a_texCoord0;     \n"+
            "     vec4 g_position = u_worldTrans * vec4(a_position, 1.0); \n"+
            "     v_cubeMapUV = normalize(g_position.xyz); \n"+
            "     gl_Position = vec4(a_position, 1.0); \n"+
            " } \n";
    
    protected String fragmentShader = "#ifdef GL_ES \n"+
            " precision mediump float; \n"+
            " #endif \n"+           
            " uniform samplerCube u_environmentCubemap; \n"+            
            " varying vec2 v_texCoord0; \n"+
            " varying vec3 v_cubeMapUV; \n"+            
            " void main() {      \n"+
            "   gl_FragColor = vec4(textureCube(u_environmentCubemap, v_cubeMapUV).rgb, 1.0);   \n"+
            " } \n";
    
    public String getDefaultVertexShader(){
        return vertexShader;
    }
    
    public String getDefaultFragmentShader(){
        return fragmentShader;
    }
    
    public EnvironmentCubemap (Pixmap positiveX, Pixmap negativeX, Pixmap positiveY, Pixmap negativeY, Pixmap positiveZ, Pixmap negativeZ) {
        data[0]=positiveX;
        data[1]=negativeX;
    
        data[2]=positiveY;
        data[3]=negativeY;
    
        data[4]=positiveZ;
        data[5]=negativeZ;
    
        init();   
    }
    
    public EnvironmentCubemap (FileHandle positiveX, FileHandle negativeX, FileHandle positiveY, FileHandle negativeY, FileHandle positiveZ, FileHandle negativeZ) {
        this(new Pixmap(positiveX), new Pixmap(negativeX), new Pixmap(positiveY), new Pixmap(negativeY), new Pixmap(positiveZ), new Pixmap(negativeZ));
    }
    
    //IF ALL SIX SIDES ARE REPRESENTED IN ONE IMAGE
    public EnvironmentCubemap (Pixmap cubemap) {        
        int w = cubemap.getWidth();
        int h = cubemap.getHeight();
        for(int i=0; i<6; i++) data[i] = new Pixmap(w/4, h/3, Format.RGB888);
        for(int x=0; x<w; x++)
            for(int y=0; y<h; y++){
                //-X
                if(x>=0 && x<=w/4 && y>=h/3 && y<=h*2/3) data[1].drawPixel(x, y-h/3, cubemap.getPixel(x, y));
                //+Y
                if(x>=w/4 && x<=w/2 && y>=0 && y<=h/3) data[2].drawPixel(x-w/4, y, cubemap.getPixel(x, y));
                //+Z
                if(x>=w/4 && x<=w/2 && y>=h/3 && y<=h*2/3) data[4].drawPixel(x-w/4, y-h/3, cubemap.getPixel(x, y));
                //-Y
                if(x>=w/4 && x<=w/2 && y>=h*2/3 && y<=h) data[3].drawPixel(x-w/4, y-h*2/3, cubemap.getPixel(x, y));
                //+X
                if(x>=w/2 && x<=w*3/4 && y>=h/3 && y<=h*2/3) data[0].drawPixel(x-w/2, y-h/3, cubemap.getPixel(x, y));
                //-Z
                if(x>=w*3/4 && x<=w && y>=h/3 && y<=h*2/3) data[5].drawPixel(x-w*3/4, y-h/3, cubemap.getPixel(x, y));
            }
        cubemap.dispose();
        cubemap=null;
        init();     
    }
    
    private void init(){        
         shader = new ShaderProgram(vertexShader, fragmentShader);
            if (!shader.isCompiled())
                throw new GdxRuntimeException(shader.getLog());
    
         u_worldTrans = shader.getUniformLocation("u_worldTrans");
    
         quad = createQuad();      
         worldTrans = new Matrix4();         
         q = new Quaternion();
    
         initCubemap();
    } 
    
    private void initCubemap(){
        //bind cubemap
        Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, 0);
        Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL20.GL_RGB, data[0].getWidth(), data[0].getHeight(), 0, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, data[0].getPixels());
        Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL20.GL_RGB, data[1].getWidth(), data[1].getHeight(), 0, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, data[1].getPixels());
    
        Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL20.GL_RGB, data[2].getWidth(), data[2].getHeight(), 0, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, data[2].getPixels());
        Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL20.GL_RGB, data[3].getWidth(), data[3].getHeight(), 0, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, data[3].getPixels());
    
        Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL20.GL_RGB, data[4].getWidth(), data[4].getHeight(), 0, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, data[4].getPixels());
        Gdx.gl20.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL20.GL_RGB, data[5].getWidth(), data[5].getHeight(), 0, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, data[5].getPixels());
    
        //Gdx.gl20.glGenerateMipmap(GL20.GL_TEXTURE_CUBE_MAP);
        //Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_LINEAR);
    
        Gdx.gl20.glTexParameteri ( GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MIN_FILTER,GL20.GL_LINEAR_MIPMAP_LINEAR );     
        Gdx.gl20.glTexParameteri ( GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MAG_FILTER,GL20.GL_LINEAR );
        Gdx.gl20.glTexParameteri ( GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE );
        Gdx.gl20.glTexParameteri ( GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE );   
    
        Gdx.gl20.glGenerateMipmap(GL20.GL_TEXTURE_CUBE_MAP);
    }
    
    
    
    public void render(Camera camera){
    
        //SPECIAL THANKS TO Jos van Egmond 
        camera.view.getRotation( q, true );
        q.conjugate();
        ///////////////////////////////////    
        worldTrans.idt();
        worldTrans.rotate(quaternion);
    
        shader.begin();     
        shader.setUniformMatrix(u_worldTrans, worldTrans.translate(0, 0, -1));
    
        quad.render(shader, GL20.GL_TRIANGLES);
        shader.end();
    }
    
    public Mesh createQuad(){
        Mesh mesh = new Mesh(true, 4, 6, VertexAttribute.Position(), VertexAttribute.  ColorUnpacked(), VertexAttribute.TexCoords(0));
            mesh.setVertices(new float[] 
            {-1f, -1f, 0, 1, 1, 1, 1, 0, 1,
            1f, -1f, 0, 1, 1, 1, 1, 1, 1,
            1f, 1f, 0, 1, 1, 1, 1, 1, 0,
            -1f, 1f, 0, 1, 1, 1, 1, 0, 0});
            mesh.setIndices(new short[] {0, 1, 2, 2, 3, 0});
            return mesh;
    }
    
    @Override
    public void dispose() {
        shader.dispose();
        quad.dispose();
        for(int i=0; i<6; i++) 
            data[i].dispose();
    }
    
    }
    

    How to use it? Just create instance of it:

    EnvironmentCubemap envCubemap = new EnvironmentCubemap(Gdx.files.internal("cubemap/pos-x.png"), Gdx.files.internal("cubemap/neg-x.png"), 
                Gdx.files.internal("cubemap/pos-y.jpg"), Gdx.files.internal("cubemap/neg-y.jpg"), 
                Gdx.files.internal("cubemap/pos-z.png"), Gdx.files.internal("cubemap/neg-z.png"));
    

    or

    EnvironmentCubemap envCubemap = new EnvironmentCubemap(new Pixmap(Gdx.files.internal("cubemap/all_in_one.jpg")));
    

    and then use its render method:

    envCubemap.render(camera);
    

    I hope it helps someone else!

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  • 2020-12-16 08:30

    I played around the cubemap and created a class which doesn't use native textureCube. Instead of it I created 6 planes and located them around the camera. So, my camera is fixed inside these "walls". This implementation is a bit faster and easier than using cubemap described above.

    public class SkyBox implements Disposable{  
    
    Matrix4 tranformation;
    ShaderProgram program;  
    int u_projTrans;
    int u_worldTrans;
    int u_tex;
    
    Texture[] textures;
    
    Mesh quad;  
    boolean invert = false;
    
    protected String vertexShader =             
            " attribute vec4 a_position; "+
            " attribute vec2 a_texCoord0; "+            
            " varying vec2 v_texCoord; "+           
            " uniform mat4 u_worldTrans; "+
            " uniform mat4 u_projTrans; "+          
            " void main() "+
            " {  "+
            "   gl_Position = u_projTrans * u_worldTrans * vec4(a_position);     "+
            "   v_texCoord = a_texCoord0;    "+
            " } ";
    
    protected String fragmentShader = 
            " #ifdef GL_ES \n"+
            " precision mediump float; \n"+
            " #endif \n"+           
            " uniform sampler2D s_diffuse; "+
            " varying vec2 v_texCoord; "+           
            " void main() "+
            " { "+
            "   gl_FragColor = texture2D( s_diffuse, v_texCoord );   "+
            " } ";
    
    public String getDefaultVertexShader(){
        return vertexShader;
    }
    
    public String getDefaultFragmentShader(){
        return fragmentShader;
    }
    
    
    public SkyBox (Pixmap positiveX, Pixmap negativeX, Pixmap positiveY, Pixmap negativeY, Pixmap positiveZ, Pixmap negativeZ) {
    
        textures = new Texture[6];
    
        textures[3] = new Texture(positiveX);
        textures[2] = new Texture(negativeX);
    
        textures[4] = new Texture(positiveY);
        textures[5] = new Texture(negativeY);
    
        textures[0] = new Texture(positiveZ);
        textures[1] = new Texture(negativeZ);
    
        positiveX.dispose();
        positiveX=null;
    
        negativeX.dispose();
        negativeX=null;
    
        positiveY.dispose();
        positiveY=null;
    
        negativeY.dispose();
        negativeY=null;
    
        positiveZ.dispose();
        positiveZ=null;
    
        negativeZ.dispose();
        negativeZ=null;
    
        init();
    }
    
    public SkyBox (FileHandle positiveX, FileHandle negativeX, FileHandle positiveY, FileHandle negativeY, FileHandle positiveZ, FileHandle negativeZ) {
        this(new Pixmap(positiveX), new Pixmap(negativeX), new Pixmap(positiveY), new Pixmap(negativeY), new Pixmap(positiveZ), new Pixmap(negativeZ));     
    }
    
    public SkyBox (Pixmap cubemap) {        
        int w = cubemap.getWidth();
        int h = cubemap.getHeight();
    
        Pixmap[] data = new Pixmap[6];
        for(int i=0; i<6; i++) data[i] = new Pixmap(w/4, h/3, Format.RGB888);
        for(int x=0; x<w; x++)
            for(int y=0; y<h; y++){
                //-X
                if(x>=0 && x<=w/4 && y>=h/3 && y<=h*2/3) data[1].drawPixel(x, y-h/3, cubemap.getPixel(x, y));
                //+Y
                if(x>=w/4 && x<=w/2+1 && y>=0 && y<=h/3) data[2].drawPixel(x-w/4, y, cubemap.getPixel(x, y));
                //+Z
                if(x>=w/4 && x<=w/2 && y>=h/3 && y<=h*2/3) data[4].drawPixel(x-w/4, y-h/3, cubemap.getPixel(x, y));
                //-Y
                if(x>=w/4 && x<=w/2 && y>=h*2/3 && y<=h) data[3].drawPixel(x-w/4, y-h*2/3, cubemap.getPixel(x, y));
                //+X
                if(x>=w/2 && x<=w*3/4 && y>=h/3 && y<=h*2/3) data[0].drawPixel(x-w/2, y-h/3, cubemap.getPixel(x, y));
                //-Z
                if(x>=w*3/4 && x<=w && y>=h/3 && y<=h*2/3) data[5].drawPixel(x-w*3/4, y-h/3, cubemap.getPixel(x, y));
            }
    
        textures = new Texture[6];
    
        textures[0] = new Texture(data[4]);
        textures[1] = new Texture(data[5]);
    
        textures[2] = new Texture(data[1]);
        textures[3] = new Texture(data[0]);
    
        textures[4] = new Texture(data[2]);
        textures[5] = new Texture(data[3]);
    
        for(int i=0; i<6; i++) {
            data[i].dispose();
            data[i] = null;
        }
        cubemap.dispose();
        cubemap=null;
    
        init();
    }
    
    public SkyBox (FileHandle cubemap){
        this(new Pixmap(cubemap));
    }
    
    public Mesh createTexturedQuad(){
        Mesh quad = new Mesh(true, 4, 6, VertexAttribute.Position(), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
        quad.setVertices(new float[] 
            {-1f, -1f, 0, 0, 1,
            1f, -1f, 0, 1, 1,
            1f, 1f, 0, 1, 0,
            -1f, 1f, 0, 0, 0});
        quad.setIndices(new short[] {0, 1, 2, 2, 3, 0});
        return quad;
    }
    
    public void setInvert(boolean enable){
        invert = enable;
    }
    
    public void init() {        
        program = new ShaderProgram(vertexShader, fragmentShader);
        if (!program.isCompiled())
            throw new GdxRuntimeException(program.getLog());
        else Gdx.app.log("shader", "shader compiled successfully!");
        u_projTrans = program.getUniformLocation("u_projTrans");
        u_worldTrans = program.getUniformLocation("u_worldTrans");
        u_tex = program.getUniformLocation("s_diffuse");   
    
        tranformation = new Matrix4();      
        quad = createTexturedQuad();
    
    }
    
    
    public void render(Camera camera){      
    
        Gdx.graphics.getGL20().glCullFace(GL20.GL_BACK);
    
        program.begin();    
        program.setUniformMatrix(u_projTrans, camera.combined);
    
        //front
        tranformation.idt();    
        tranformation.translate(camera.position.x, camera.position.y, camera.position.z);           
        tranformation.translate(0, 0, -1);
        if(invert) tranformation.rotate(Vector3.Y, 180);
        program.setUniformMatrix(u_worldTrans, tranformation);      
        textures[0].bind(0);
        program.setUniformi("s_diffuse", 0);        
        quad.render(program, GL20.GL_TRIANGLES);
    
        //left  
        tranformation.idt();
        tranformation.translate(camera.position.x, camera.position.y, camera.position.z);       
        tranformation.rotate(Vector3.Y, 90);    
        tranformation.translate(0, 0, -1);
        if(invert) tranformation.rotate(Vector3.Y, 180);
        program.setUniformMatrix(u_worldTrans, tranformation);      
        textures[ invert ? 3 : 2].bind(0);
        program.setUniformi("s_diffuse", 0);        
        quad.render(program, GL20.GL_TRIANGLES);
    
        //right
        tranformation.idt();
        tranformation.translate(camera.position.x, camera.position.y, camera.position.z);       
        tranformation.rotate(Vector3.Y, -90);   
        tranformation.translate(0, 0, -1);
        if(invert) tranformation.rotate(Vector3.Y, 180);
        program.setUniformMatrix(u_worldTrans, tranformation);      
        textures[invert ? 2 : 3].bind(0);
        program.setUniformi("s_diffuse", 0);        
        quad.render(program, GL20.GL_TRIANGLES);
    
        //bottom
        tranformation.idt();
        tranformation.translate(camera.position.x, camera.position.y, camera.position.z);       
        tranformation.rotate(Vector3.X, -90);   
        tranformation.translate(0, 0, -1);
        if(invert) tranformation.rotate(Vector3.Y, 180);
        program.setUniformMatrix(u_worldTrans, tranformation);      
        textures[5].bind(0);
        program.setUniformi("s_diffuse", 0);        
        quad.render(program, GL20.GL_TRIANGLES);
    
        //top
        tranformation.idt();
        tranformation.translate(camera.position.x, camera.position.y, camera.position.z);       
        tranformation.rotate(Vector3.X, 90);    
        tranformation.translate(0, 0, -1);
        if(invert) tranformation.rotate(Vector3.Y, 180);
        program.setUniformMatrix(u_worldTrans, tranformation);      
        textures[4].bind(0);
        program.setUniformi("s_diffuse", 0);        
        quad.render(program, GL20.GL_TRIANGLES);
    
        //back
        tranformation.idt();
        tranformation.translate(camera.position.x, camera.position.y, camera.position.z);           
        tranformation.rotate(Vector3.Y, 180);   
        tranformation.translate(0, 0, -1);
        if(invert) tranformation.rotate(Vector3.Y, 180);
        program.setUniformMatrix(u_worldTrans, tranformation);      
        textures[1].bind(0);
        program.setUniformi("s_diffuse", 0);        
        quad.render(program, GL20.GL_TRIANGLES);
    
        program.end();  
    }
    
    @Override
    public void dispose() {
        program.dispose();
        quad.dispose(); 
        for(int i=0; i<6; i++){
            textures[i].dispose();
            textures[i]=null;
        }
    }
    }
    

    Using of this class is the same as previous one. Happy coding!

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  • 2020-12-16 08:31

    The default shader (the glsl files) currently don't support a cubemap. You'll have to provide your own glsl files to use a cubemap. The DefaultShader (the CPU part of the shader that is used by default) will bind the cubemap to the uniform called: u_environmentCubemap. Also, the macro environmentCubemapFlag will be defined by the DefaultShader if the material contains an environment cubemap attribute. Use the following snippet in your shader to use the cubemap:

    #ifdef environmentCubemapFlag
    uniform samplerCube u_environmentCubemap;
    #endif
    

    Here's a relevant example snippet to use cubemap (and normal map): https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/g3d/shaders/reflect.glsl Here's a more advanced example snippet: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/g3d/shaders/test.glsl

    You can specify your custom shader like this:

    modelBatch = new ModelBatch(Gdx.files.internal("data/vertex.glsl"), Gdx.files.internal("data/fragment.glsl"));
    

    More info about using a custom shader: http://blog.xoppa.com/creating-a-shader-with-libgdx/

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  • 2020-12-16 08:35

    In addition to Nolesh' solution, the skybox can be rotated correctly in respect to the camera rotation like so:

    Quaternion q = new Quaternion();
    camera.view.getRotation( q, true );
    q.conjugate();
    
    envCubemap.render( q );
    
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