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         


        
4条回答
  •  死守一世寂寞
    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=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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