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771 lines
29 KiB
C++
771 lines
29 KiB
C++
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/** Example 028 CubeMapping
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Shows usage of cubemap textures and how to do some simple environment mapping.
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Cubemap textures have images for all 6 directions of a cube in a single texture.
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Environment is used to reflect the environment around an object onto the object.
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Cubemaps only work with shader materials which are written to support cube mapping.
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@author Michael Zeilfelder, based on EnvCubeMap example from irrSpintz engine.
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Start with the usual includes.
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*/
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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/*
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A callback class for our cubemap shader.
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We need a shader material which maps the cubemap texture to
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the polygon vertices of objects.
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*/
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class CubeMapReflectionCallback : public video::IShaderConstantSetCallBack
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{
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public:
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CubeMapReflectionCallback(scene::ISceneManager* smgr, int styleUVW)
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: SceneMgr(smgr)
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, StyleUVW(styleUVW), Roughness(0.f)
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, styleUvwID(-1) , worldViewProjID(-1), worldID(-1), cameraPosID(-1)
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{}
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/*
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Setting the style to map vertex UV-coordinates to the cubemap textures.
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- Specular style is typically used for mirrors and highlight reflections.
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- Diffuse style is commonly used in image based lighting calculations and
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often in combination with a higher roughness. Think of it as the sum of all
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light which reaches a point on your object.
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- Using model vertices directly for UV's is just nice for testing sometimes.
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Maybe has more uses? Experiment around :-)
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*/
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void SetStyleUVW(int style)
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{
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StyleUVW = style;
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}
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int GetStyleUVW() const
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{
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return StyleUVW;
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}
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/*
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We could also call this sharpness as the rougher a material the less
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sharp the reflections of a cubemap are (light for rough materials
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spreads out more while smooth materials reflect it more like a mirror).
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Roughness is calculated using the mipmaps of the cubemap texture.
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Note that rendertarget cubemap textures won't have mipmaps, so unfortunately
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it won't work for those.
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Also currently only OpenGL is able to interpolate seamless over cubemap borders.
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On Direct3D9 you will only smooth per side, but not over side-borders.
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*/
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void SetRoughness(float roughness)
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{
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Roughness = roughness;
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}
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float getRoughness() const
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{
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return Roughness;
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}
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/*
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Typical code which passes a few values from c++ to shader.
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*/
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virtual void OnSetMaterial(const video::SMaterial& material)
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{}
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virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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if ( worldViewProjID < 0 ) // first update
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{
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styleUvwID = services->getVertexShaderConstantID("StyleUVW");
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if( driver->getDriverType() == video::EDT_DIRECT3D9 )
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{
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worldViewProjID = services->getVertexShaderConstantID("WorldViewProj");
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}
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worldID = services->getVertexShaderConstantID("World");
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cameraPosID = services->getVertexShaderConstantID("CameraPos");
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roughnessID = services->getPixelShaderConstantID("Roughness");
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}
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services->setVertexShaderConstant(styleUvwID, &StyleUVW, 1 );
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irr::core::matrix4 world = driver->getTransform(irr::video::ETS_WORLD);
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services->setVertexShaderConstant(worldID, world.pointer(), 16);
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if( driver->getDriverType() == video::EDT_DIRECT3D9 )
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{
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irr::core::matrix4 worldViewProj;
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worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION);
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worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
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worldViewProj *= world;
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services->setVertexShaderConstant(worldViewProjID, worldViewProj.pointer(), 16);
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}
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core::vector3df cameraPos = SceneMgr->getActiveCamera()->getAbsolutePosition();
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services->setVertexShaderConstant(cameraPosID, &cameraPos.X, 3 );
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services->setPixelShaderConstant(roughnessID, &Roughness, 1 );
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}
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private:
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scene::ISceneManager* SceneMgr;
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int StyleUVW; // 0 = specular, 1=diffuse, 2 = use model vertex coordinates for uvw.
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float Roughness; // cubemap 0 = specular ... highest value depends on number of mipmaps in the texture
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irr::s32 styleUvwID;
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irr::s32 worldViewProjID;
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irr::s32 worldID;
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irr::s32 cameraPosID;
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irr::s32 roughnessID;
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};
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/*
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To keep the example compact our event-receiver acts also like a main
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application class. So it handles user input, updates the dynamic parts of
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the UI and it keeps some 3d nodes around.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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MyEventReceiver() : Driver(0), Shader(0)
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,BackgroundSkybox(0), BackgroundCube(0)
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, CubemapUpdates(2)
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, CurrentStyleUVW(0), CurrentRoughness(0)
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, NeedCubemapUpdate(true)
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{
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StyleNamesUVW.push_back( L"specular" );
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StyleNamesUVW.push_back( L"diffuse" );
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StyleNamesUVW.push_back( L"model coordinates" );
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}
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// Handle the key input
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virtual bool OnEvent(const SEvent& event)
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{
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if (event.EventType == EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown == false)
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{
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switch(event.KeyInput.Key )
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{
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case KEY_SPACE:
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// Switch between different texture mapping styles
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if ( Shader )
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{
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Shader->SetStyleUVW((Shader->GetStyleUVW()+1)%StyleNamesUVW.size());
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updateStyleUVW();
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}
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break;
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case KEY_KEY_B:
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// Switch between our 2 different backgrounds
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if ( BackgroundSkybox && BackgroundCube )
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{
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if ( BackgroundSkybox->isVisible() )
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{
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BackgroundSkybox->setVisible(false);
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BackgroundCube->setVisible(true);
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}
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else
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{
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BackgroundSkybox->setVisible(true);
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BackgroundCube->setVisible(false);
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}
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NeedCubemapUpdate = true;
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}
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break;
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case KEY_KEY_I:
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// Show/hide the info text nodes
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for (u32 i=0; i<InfoTextNodes.size(); ++i )
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InfoTextNodes[i]->setVisible(!InfoTextNodes[i]->isVisible());
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break;
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case KEY_KEY_S:
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// Enable/disable seamless smoothing of mipmaps over cube borders
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if ( Driver )
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{
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Driver->disableFeature(video::EVDF_TEXTURE_CUBEMAP_SEAMLESS, Driver->queryFeature(video::EVDF_TEXTURE_CUBEMAP_SEAMLESS) );
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updateSeamless();
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}
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break;
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case KEY_KEY_U:
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// Switch dynamic cubemap updates on/off.
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CubemapUpdates = (CubemapUpdates+1) % 3;
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updateCubemapUpdates();
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break;
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case KEY_PLUS:
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case KEY_ADD:
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// Make material rougher
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if ( Shader )
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{
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Shader->SetRoughness( Shader->getRoughness() + 0.5f );
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updateRoughness();
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}
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break;
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case KEY_MINUS:
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case KEY_SUBTRACT:
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{
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// Make material smoother
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if ( Shader )
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{
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float roughness = Shader->getRoughness() - 0.5f;
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if ( roughness >= 0.f )
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{
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Shader->SetRoughness(roughness);
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updateRoughness();
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}
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}
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break;
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}
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default:
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break;
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}
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}
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return false;
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}
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// Some helper functions to update the UI
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void updateStyleUVW()
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{
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if ( CurrentStyleUVW && Shader)
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CurrentStyleUVW->setText(StyleNamesUVW[Shader->GetStyleUVW()].c_str());
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}
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void updateRoughness()
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{
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if ( CurrentRoughness && Shader )
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{
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CurrentRoughness->setText( irr::core::stringw(Shader->getRoughness()).c_str() );
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}
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}
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void updateSeamless()
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{
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if ( CurrentSeamlessCubemap && Driver )
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{
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CurrentSeamlessCubemap->setText( Driver->queryFeature(video::EVDF_TEXTURE_CUBEMAP_SEAMLESS) ? L"ON" : L"OFF" );
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}
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}
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void updateCubemapUpdates()
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{
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if ( CurrentCubemapUpdates )
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{
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switch ( CubemapUpdates )
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{
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case 0: CurrentCubemapUpdates->setText( L"static"); break;
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case 1: CurrentCubemapUpdates->setText( L"dynamic" ); break;
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case 2: CurrentCubemapUpdates->setText( L"dynamic+mips" ); break;
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}
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}
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}
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// Check if the cubemap textures should be updated with new screenshots
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// return 0 for no update, 1 for update, 2 for update and fix mip-maps
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int checkCubemapUpdate()
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{
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if ( NeedCubemapUpdate || CubemapUpdates == 2)
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{
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NeedCubemapUpdate = false;
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return 2;
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}
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return CubemapUpdates;
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}
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// Add some text-node floating above it's parent node.
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void addInfoTextNode(irr::gui::IGUIFont* font, const wchar_t* text, irr::scene::ISceneNode* parent)
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{
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if ( parent )
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{
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const video::SColor infoTextCol(250, 70, 90, 90);
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core::dimension2du dim(font->getDimension(text));
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core::dimension2df dimf((f32)dim.Width, (f32)dim.Height);
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scene::IBillboardTextSceneNode* infoNode = parent->getSceneManager()->addBillboardTextSceneNode( font, text, parent, dimf, core::vector3df(0, 120, 0), -1, infoTextCol, infoTextCol);
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InfoTextNodes.push_back(infoNode);
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}
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}
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irr::video::IVideoDriver* Driver;
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CubeMapReflectionCallback* Shader;
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scene::ISceneNode* BackgroundSkybox;
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scene::ISceneNode* BackgroundCube;
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irr::core::array<scene::ISceneNode*> InfoTextNodes;
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int CubemapUpdates; // 0 = static, 1 = dynamic, 2 = dynamic with rtt
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irr::core::array<irr::core::stringw> StyleNamesUVW;
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irr::gui::IGUIStaticText* CurrentStyleUVW;
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irr::gui::IGUIStaticText* CurrentRoughness;
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irr::gui::IGUIStaticText* CurrentSeamlessCubemap;
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irr::gui::IGUIStaticText* CurrentCubemapUpdates;
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private:
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bool NeedCubemapUpdate;
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};
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/* Workaround for OpenGL's upside-down images.
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Texture origins (0,0) in OpenGL are usually at the left-bottom instead of the more common left-top image formats.
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Irrlicht internally uses textures with left-top origin and then corrects the texture-matrices in the fixed-function pipeline.
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For shader materials it's left to the users to handle those UV-flips for the texture-matrix.
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Render target textures (RTT's) in OpenGL are rendered with left-bottom origin and Irrlicht can't change that, so all RTT textures
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in memory are upside-down (unlike all other Irrlicht textures).
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In the fixed function pipeline Irrlicht handles this by flipping the RTT's texture matrix once more and for shaders it's again
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left to the users to handle it.
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Cubemap textures are different from other textures in OpenGL. Each cube side has left-top as the origin. So not flipping Irrlicht textures for those would be fine.
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Except - OpenGL RTT's still render left-bottom - even when the target is a cubemap RTT.
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I found no good way around this so far - it just seems messed up as we get a left-handed/right handed coordinate system change that way.
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So... the following 2 defines are two different workarounds I found. Both are ugly, which one is better in reality depends probably on the scene.
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Only use one of those:
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CUBEMAP_UPSIDE_DOWN_GL_PROJECTION is relatively fast as it just changes the project matrix. The problem is that changing the projection matrix
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means changing front/backside culling. So every node rendered has to flip the material flags for those.
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CUBEMAP_USPIDE_DOWN_RTT will change the texture memory itself and flip the image upside-down.
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While easier to do, this involves texture-locking and is very slow.
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*/
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#define CUBEMAP_UPSIDE_DOWN_GL_PROJECTION
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//#define CUBEMAP_USPIDE_DOWN_RTT
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// Flip frontface/backface culling for all nodes
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#ifdef CUBEMAP_UPSIDE_DOWN_GL_PROJECTION
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void flipCullingFlags(const core::array<scene::ISceneNode*>& nodes)
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{
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for ( irr::u32 n=0; n < nodes.size(); ++n )
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{
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scene::ISceneNode* node = nodes[n];
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const irr::u32 matCount = node->getMaterialCount();
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for ( irr::u32 m=0; m < matCount; ++m)
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{
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video::SMaterial& mat = node->getMaterial(m);
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mat.BackfaceCulling = !mat.BackfaceCulling;
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mat.FrontfaceCulling = !mat.FrontfaceCulling;
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}
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}
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}
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#endif
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/*
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Render the environment around a node into a cubemap texture.
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*/
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void renderEnvironmentCubeMap(irr::video::IVideoDriver* driver, irr::scene::ICameraSceneNode* cubeMapCamera, irr::scene::ISceneNode* cubeCenterNode, video::IRenderTarget* cubeMapRT, video::ITexture* dynamicCubeMapRTT, video::ITexture* depthStencilRTT)
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{
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// Change to the cubemap camera which has a few specific render-settings
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scene::ISceneManager* smgr = cubeMapCamera->getSceneManager();
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scene::ICameraSceneNode * oldCam = smgr->getActiveCamera();
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smgr->setActiveCamera( cubeMapCamera );
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/*
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We want to see everything around the center node, so hide the node
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itself, otherwise it would be in the way.
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Then set the camera to that node's position.
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*/
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cubeCenterNode->setVisible( false );
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const core::vector3df center( cubeCenterNode->getAbsolutePosition() );
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cubeMapCamera->setPosition( center );
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/*
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Render all 6 directions. Which means simple setting the camera target/up
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vector to all 6 directions and then render the full scene each time.
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So yeah - updating an environment cube-map means 6 full renders for each
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object which needs an environment map. In other words - you generally only
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want to do that in pre-processing, not in realtime.
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*/
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const core::vector3df targetVecs[6] = {
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core::vector3df(1.f, 0.f, 0.f),
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core::vector3df(-1.f, 0.f, 0.f),
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core::vector3df(0.f, 1.f, 0.f),
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core::vector3df(0.f, -1.f, 0.f),
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core::vector3df(0.f, 0.f, 1.f),
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core::vector3df(0.f, 0.f, -1.f)
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};
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const core::vector3df upVecs[6] = {
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|||
|
core::vector3df( 0,1,0 ),
|
|||
|
core::vector3df( 0,1,0 ),
|
|||
|
core::vector3df( 0,0,-1 ),
|
|||
|
core::vector3df( 0,0,1 ),
|
|||
|
core::vector3df( 0,1,0 ),
|
|||
|
core::vector3df( 0,1,0 )
|
|||
|
};
|
|||
|
for ( int s=0; s<6; ++s )
|
|||
|
{
|
|||
|
cubeMapCamera->setUpVector( upVecs[s] );
|
|||
|
cubeMapCamera->setTarget( center + targetVecs[s] );
|
|||
|
// Here we tell into which side of the cubemap texture we want to write
|
|||
|
cubeMapRT->setTexture(dynamicCubeMapRTT, depthStencilRTT, (video::E_CUBE_SURFACE)(video::ECS_POSX + s));
|
|||
|
driver->setRenderTargetEx(cubeMapRT, video::ECBF_ALL);
|
|||
|
smgr->drawAll();
|
|||
|
|
|||
|
#ifdef CUBEMAP_USPIDE_DOWN_RTT
|
|||
|
// This works because the lock for rtt's always flips in Irrlicht.
|
|||
|
// So in this case lock() unlock will result in a flipped texture
|
|||
|
// But be warned - it's very, very slow!
|
|||
|
driver->setRenderTarget(0); // to avoid accessing active rt
|
|||
|
dynamicCubeMapRTT->lock(video::ETLM_READ_WRITE, 0, s, video::ETLF_FLIP_Y_UP_RTT);
|
|||
|
dynamicCubeMapRTT->unlock();
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
//dynamicCubeMapRTT->regenerateMipMapLevels(); // Unfortunately we can't seem to have mipmaps for rtt's
|
|||
|
|
|||
|
driver->setRenderTarget(0);
|
|||
|
cubeCenterNode->setVisible( true );
|
|||
|
smgr->setActiveCamera( oldCam );
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
Typical setup at the main start.
|
|||
|
*/
|
|||
|
int main()
|
|||
|
{
|
|||
|
// Ask user for driver
|
|||
|
video::E_DRIVER_TYPE driverType = driverChoiceConsole();
|
|||
|
if (driverType==video::EDT_COUNT)
|
|||
|
return 1;
|
|||
|
|
|||
|
// Create device
|
|||
|
MyEventReceiver eventReceiver;
|
|||
|
const core::dimension2d<u32> dimDevice(1024, 768);
|
|||
|
IrrlichtDevice* device = createDevice( driverType, dimDevice, 32, false, false, false, &eventReceiver );
|
|||
|
if (!device)
|
|||
|
return 1;
|
|||
|
|
|||
|
const io::path mediaPath = getExampleMediaPath();
|
|||
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|||
|
scene::ISceneManager* smgr = device->getSceneManager();
|
|||
|
gui::IGUIEnvironment* env = device->getGUIEnvironment();
|
|||
|
eventReceiver.Driver = driver;
|
|||
|
|
|||
|
// Set window title
|
|||
|
core::stringw strCaption(L"Cubemap example - Irrlicht Engine [");
|
|||
|
strCaption += driver->getName();
|
|||
|
strCaption += L"]";
|
|||
|
device->setWindowCaption(strCaption.c_str());
|
|||
|
|
|||
|
// set a nicer font
|
|||
|
gui::IGUISkin* skin = env->getSkin();
|
|||
|
gui::IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
|||
|
if (font)
|
|||
|
skin->setFont(font);
|
|||
|
|
|||
|
/*
|
|||
|
Create a shader material for cube mapping
|
|||
|
*/
|
|||
|
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
|
|||
|
s32 cubeMapReflectionMaterial = 0;
|
|||
|
if( gpu )
|
|||
|
{
|
|||
|
// Decide on shader to use based on active driver
|
|||
|
irr::io::path vsFileName;
|
|||
|
irr::io::path psFileName;
|
|||
|
switch( driverType )
|
|||
|
{
|
|||
|
case video::EDT_DIRECT3D9:
|
|||
|
vsFileName = mediaPath + "cubeMapReflectionVS.hlsl";
|
|||
|
psFileName = mediaPath + "cubeMapReflectionPS.hlsl";
|
|||
|
break;
|
|||
|
|
|||
|
case video::EDT_OPENGL:
|
|||
|
vsFileName = mediaPath + "cubeMapReflection.vert";
|
|||
|
psFileName = mediaPath + "cubeMapReflection.frag";
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
CubeMapReflectionCallback* cubeMapCB = new CubeMapReflectionCallback(smgr, 2);
|
|||
|
cubeMapReflectionMaterial = gpu->addHighLevelShaderMaterialFromFiles(
|
|||
|
vsFileName, "VS", video::EVST_VS_1_1,
|
|||
|
psFileName, "PS", video::EPST_PS_3_0,
|
|||
|
cubeMapCB, video::EMT_SOLID );
|
|||
|
if ( cubeMapReflectionMaterial >= 0 )
|
|||
|
eventReceiver.Shader = cubeMapCB;
|
|||
|
cubeMapCB->drop();
|
|||
|
}
|
|||
|
|
|||
|
// add fps camera
|
|||
|
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0, 100.f, 1.f);
|
|||
|
camera->setPosition( core::vector3df( 0,10,-200 ) );
|
|||
|
device->getCursorControl()->setVisible(false);
|
|||
|
|
|||
|
/*
|
|||
|
Get 6 images forming a cubemap. The coordinate system used in those images
|
|||
|
seemed to be different than the one in Irrlicht. I decided to leave it like
|
|||
|
that because it's pretty common that way. If you get cubemap textures which
|
|||
|
seem to have x/y/z axis named different you'll just have to experiment until
|
|||
|
you figured out the correct order.
|
|||
|
*/
|
|||
|
core::array<video::IImage*> cubeMapImages;
|
|||
|
cubeMapImages.push_back(driver->createImageFromFile( mediaPath + "cubemap_posx.jpg" ));
|
|||
|
cubeMapImages.push_back(driver->createImageFromFile( mediaPath + "cubemap_negx.jpg" ));
|
|||
|
cubeMapImages.push_back(driver->createImageFromFile( mediaPath + "cubemap_posy.jpg" ));
|
|||
|
cubeMapImages.push_back(driver->createImageFromFile( mediaPath + "cubemap_negy.jpg" ));
|
|||
|
cubeMapImages.push_back(driver->createImageFromFile( mediaPath + "cubemap_posz.jpg" ));
|
|||
|
cubeMapImages.push_back(driver->createImageFromFile( mediaPath + "cubemap_negz.jpg" ));
|
|||
|
|
|||
|
/* Create a cubemap texture from those images. Note that 6 images become a single texture now. */
|
|||
|
video::ITexture* cubeMapStaticTex = 0;
|
|||
|
cubeMapStaticTex = driver->addTextureCubemap("cm", cubeMapImages[0], cubeMapImages[1], cubeMapImages[2], cubeMapImages[3], cubeMapImages[4], cubeMapImages[5]);
|
|||
|
for ( u32 i=0; i<cubeMapImages.size(); ++i )
|
|||
|
if ( cubeMapImages[i] )
|
|||
|
cubeMapImages[i]->drop();
|
|||
|
cubeMapImages.clear();
|
|||
|
|
|||
|
/* Create a render target, cubemap render-target-textures and a camera with settings for cube mapping */
|
|||
|
video::IRenderTarget* cubeMapRT = driver->addRenderTarget();
|
|||
|
video::ITexture* dynamicCubeMapRTT = 0;
|
|||
|
video::ITexture* depthStencilRTT = 0;
|
|||
|
video::ITexture* dynamicCubeMapRTT_intermediate = 0; // just for rendering, but not used in material
|
|||
|
video::ITexture* dynamicCubeMapTex = 0; // dynamic and with mipmaps
|
|||
|
scene::ICameraSceneNode* cubeMapCamera = 0;
|
|||
|
if( driver->queryFeature( video::EVDF_RENDER_TO_TARGET ) )
|
|||
|
{
|
|||
|
// Create cube map textures and render target cubemap textures.
|
|||
|
const u32 dynamicCubeMapSize = 512;
|
|||
|
dynamicCubeMapRTT = driver->addRenderTargetTextureCubemap(dynamicCubeMapSize, "cube_rtr");
|
|||
|
depthStencilRTT = driver->addRenderTargetTexture(irr::core::dimension2du(dynamicCubeMapSize, dynamicCubeMapSize), "cubemap_ds", irr::video::ECF_D24S8);
|
|||
|
|
|||
|
dynamicCubeMapRTT_intermediate = driver->addRenderTargetTextureCubemap(dynamicCubeMapSize, "cube_rtr");
|
|||
|
dynamicCubeMapTex = driver->addTextureCubemap(dynamicCubeMapSize, "cube_tex");
|
|||
|
|
|||
|
// Camera for creating an environment cubemap
|
|||
|
cubeMapCamera = smgr->addCameraSceneNode();
|
|||
|
cubeMapCamera->setFOV(core::PI* 0.5f); // 90<39> view angle
|
|||
|
cubeMapCamera->setAspectRatio(1.f); // it's a cube... all sides have the same length
|
|||
|
smgr->setActiveCamera( camera );
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
Add sphere-nodes which will be using the cubemaps as materials.
|
|||
|
You may also want to experiment with other node-types here!
|
|||
|
*/
|
|||
|
|
|||
|
scene::ISceneNode* sphereNode = 0;
|
|||
|
scene::ISceneNode* sphereNode2 = 0;
|
|||
|
scene::ISceneNode* sphereNode3 = 0;
|
|||
|
scene::IMesh* sphereMesh = smgr->getGeometryCreator()->createSphereMesh(100.f);
|
|||
|
if( sphereMesh )
|
|||
|
{
|
|||
|
// Nothing really special here except they need the shader material to display cubemaps.
|
|||
|
sphereNode = smgr->addMeshSceneNode( sphereMesh );
|
|||
|
sphereNode->setPosition( core::vector3df(-250,0,0) );
|
|||
|
sphereNode->updateAbsolutePosition();
|
|||
|
sphereNode->setMaterialFlag( video::EMF_LIGHTING, false );
|
|||
|
sphereNode->setMaterialTexture( 0, dynamicCubeMapRTT );
|
|||
|
sphereNode->setMaterialType( (video::E_MATERIAL_TYPE)cubeMapReflectionMaterial );
|
|||
|
eventReceiver.addInfoTextNode(font, L"Cubemap dynamic rtt, no mip-maps", sphereNode);
|
|||
|
|
|||
|
if ( dynamicCubeMapTex )
|
|||
|
{
|
|||
|
sphereNode3 = smgr->addMeshSceneNode( sphereMesh );
|
|||
|
sphereNode3->setPosition( core::vector3df(0,0,250) );
|
|||
|
sphereNode3->updateAbsolutePosition();
|
|||
|
sphereNode3->setMaterialFlag( video::EMF_LIGHTING, false );
|
|||
|
sphereNode3->setMaterialTexture( 0, dynamicCubeMapTex );
|
|||
|
sphereNode3->getMaterial(0).TextureLayer[0].TrilinearFilter = false; // this is default anyway. It would be faster - but you can only access integer mip-levels - no filtering between mip-levels.
|
|||
|
sphereNode3->setMaterialType( (video::E_MATERIAL_TYPE)cubeMapReflectionMaterial );
|
|||
|
eventReceiver.addInfoTextNode(font, L"Cubemap dynamic with mip-maps", sphereNode3);
|
|||
|
}
|
|||
|
|
|||
|
if ( cubeMapStaticTex )
|
|||
|
{
|
|||
|
sphereNode2 = smgr->addMeshSceneNode( sphereMesh );
|
|||
|
sphereNode2->setPosition( core::vector3df(250,0,0) );
|
|||
|
sphereNode2->updateAbsolutePosition();
|
|||
|
sphereNode2->setMaterialFlag( video::EMF_LIGHTING, false );
|
|||
|
sphereNode2->setMaterialTexture( 0, cubeMapStaticTex );
|
|||
|
sphereNode2->getMaterial(0).TextureLayer[0].TrilinearFilter = true; // this way smoothing happens between different mip-levels.
|
|||
|
sphereNode2->setMaterialType( (video::E_MATERIAL_TYPE)cubeMapReflectionMaterial );
|
|||
|
eventReceiver.addInfoTextNode(font, L"Cubemap fixed images", sphereNode2);
|
|||
|
}
|
|||
|
|
|||
|
sphereMesh->drop();
|
|||
|
}
|
|||
|
|
|||
|
/* Add some background which will show up in the environment maps.
|
|||
|
For first one we use the same textures as used in the spheres.
|
|||
|
Note the difference between a skybox and a cubemap is that the skybox really uses 6 different
|
|||
|
textures. While the cubemap uses a single texture created from 6 images. */
|
|||
|
eventReceiver.BackgroundSkybox = smgr->addSkyBoxSceneNode(
|
|||
|
driver->getTexture(mediaPath + "cubemap_posy.jpg"), // top
|
|||
|
driver->getTexture(mediaPath + "cubemap_negy.jpg"), // bottom
|
|||
|
driver->getTexture(mediaPath + "cubemap_posz.jpg"), // left
|
|||
|
driver->getTexture(mediaPath + "cubemap_negz.jpg"), // right
|
|||
|
driver->getTexture(mediaPath + "cubemap_posx.jpg"), // front
|
|||
|
driver->getTexture(mediaPath + "cubemap_negx.jpg")); // back
|
|||
|
|
|||
|
|
|||
|
|
|||
|
/* Another background for comparison and to make it more obvious
|
|||
|
when the spheres reflect the environment and when they use static cubemaps. */
|
|||
|
scene::IMesh * cubeMesh = smgr->getGeometryCreator()->createCubeMesh( core::vector3df(10.f, 10.f, 10.f), scene::ECMT_6BUF_4VTX_NP);
|
|||
|
smgr->getMeshManipulator()->scale(cubeMesh, core::vector3df(-1, 1, 1));
|
|||
|
if( cubeMesh )
|
|||
|
{
|
|||
|
smgr->getMeshManipulator()->setVertexColors( cubeMesh->getMeshBuffer(0), video::SColor(255, 240, 10, 10) );
|
|||
|
smgr->getMeshManipulator()->setVertexColors( cubeMesh->getMeshBuffer(1), video::SColor(255, 240, 130, 10) );
|
|||
|
smgr->getMeshManipulator()->setVertexColors( cubeMesh->getMeshBuffer(2), video::SColor(255, 50, 250, 10) );
|
|||
|
smgr->getMeshManipulator()->setVertexColors( cubeMesh->getMeshBuffer(3), video::SColor(255, 70, 10, 250) );
|
|||
|
smgr->getMeshManipulator()->setVertexColors( cubeMesh->getMeshBuffer(4), video::SColor(255, 240, 250, 10) );
|
|||
|
smgr->getMeshManipulator()->setVertexColors( cubeMesh->getMeshBuffer(5), video::SColor(255, 85, 250, 250) );
|
|||
|
|
|||
|
eventReceiver.BackgroundCube = smgr->addMeshSceneNode( cubeMesh );
|
|||
|
cubeMesh->drop();
|
|||
|
|
|||
|
eventReceiver.BackgroundCube->setScale( core::vector3df( 200, 200, 200 ) );
|
|||
|
eventReceiver.BackgroundCube->setMaterialFlag( video::EMF_LIGHTING, false );
|
|||
|
eventReceiver.BackgroundCube->setVisible(false);
|
|||
|
}
|
|||
|
|
|||
|
#ifdef CUBEMAP_UPSIDE_DOWN_GL_PROJECTION
|
|||
|
if ( driverType == video::EDT_OPENGL )
|
|||
|
{
|
|||
|
// Flip projection matrix (note this also flips front/backface culling)
|
|||
|
core::matrix4 matProj = cubeMapCamera->getProjectionMatrix();
|
|||
|
matProj[4] = -matProj[4];
|
|||
|
matProj[5] = -matProj[5];
|
|||
|
matProj[6] = -matProj[6];
|
|||
|
matProj[7] = -matProj[7];
|
|||
|
cubeMapCamera->setProjectionMatrix(matProj);
|
|||
|
}
|
|||
|
#endif
|
|||
|
|
|||
|
/*
|
|||
|
Add some moving node to show the difference between static/dynamic environment maps
|
|||
|
*/
|
|||
|
scene::IMeshSceneNode * movingNode = smgr->addCubeSceneNode(30.f);
|
|||
|
movingNode->getMaterial(0).Lighting = false;
|
|||
|
smgr->getMeshManipulator()->setVertexColors( movingNode->getMesh()->getMeshBuffer(0), video::SColor(255, 230, 200, 150));
|
|||
|
scene::ISceneNodeAnimator* circleAnimator = smgr->createFlyCircleAnimator(core::vector3df(-125, -50.f, 125), 300.f, 0.0005f);
|
|||
|
movingNode->addAnimator(circleAnimator);
|
|||
|
circleAnimator->drop();
|
|||
|
|
|||
|
/* Add some UI */
|
|||
|
if ( eventReceiver.Shader )
|
|||
|
{
|
|||
|
skin->setColor(gui::EGDC_3D_FACE, video::SColor(50, 160, 120, 120));
|
|||
|
|
|||
|
u32 top = dimDevice.Height - 200;
|
|||
|
const u32 left = dimDevice.Width - 350;
|
|||
|
const u32 right = dimDevice.Width - 10;
|
|||
|
irr::gui::IGUIStaticText * stextUVW = env->addStaticText(L" Style of generating texture coordinates:\n Change with (space)", core::recti(left, top, right, top+35), false, true, 0, -1, true);
|
|||
|
top += 40;
|
|||
|
stextUVW->setTextAlignment(gui::EGUIA_UPPERLEFT, gui::EGUIA_UPPERLEFT);
|
|||
|
eventReceiver.CurrentStyleUVW = env->addStaticText(L"", core::recti(240,0, 400, 20), false, false, stextUVW);
|
|||
|
eventReceiver.updateStyleUVW();
|
|||
|
|
|||
|
irr::gui::IGUIStaticText * stextRoughness = env->addStaticText(L" Roughness:\n Change with (+) and (-)", core::recti(left, top, right, top+35), false, true, 0, -1, true);
|
|||
|
top += 40;
|
|||
|
eventReceiver.CurrentRoughness = env->addStaticText( L"", core::recti(240,0, 400, 20), false, false, stextRoughness);
|
|||
|
eventReceiver.updateRoughness();
|
|||
|
|
|||
|
irr::gui::IGUIStaticText * stextSeamlessCupemap = env->addStaticText(L" Seamless cubemap (with roughness):\n Change with (s)", core::recti(left, top, right, top+35), false, true, 0, -1, true);
|
|||
|
top += 40;
|
|||
|
eventReceiver.CurrentSeamlessCubemap = env->addStaticText( L"", core::recti(240,0, 400, 20), false, false, stextSeamlessCupemap);
|
|||
|
eventReceiver.updateSeamless();
|
|||
|
|
|||
|
irr::gui::IGUIStaticText * stextUpdates = env->addStaticText(L" Cubemap updates:\n Change with (u)", core::recti(left, top, right, top+35), false, true, 0, -1, true);
|
|||
|
top += 40;
|
|||
|
eventReceiver.CurrentCubemapUpdates = env->addStaticText( L"", core::recti(240,0, 400, 20), false, false, stextUpdates);
|
|||
|
eventReceiver.updateCubemapUpdates();
|
|||
|
|
|||
|
env->addStaticText(L" Change background with (b)", core::recti(left, top, right, top+15), false, true, 0, -1, true);
|
|||
|
top += 20;
|
|||
|
|
|||
|
env->addStaticText(L" Show/hide info nodes with (i)", core::recti(left, top, right, top+15), false, true, 0, -1, true);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/* Main loop */
|
|||
|
while(device->run())
|
|||
|
{
|
|||
|
if (device->isWindowActive())
|
|||
|
{
|
|||
|
driver->beginScene(true, true, video::SColor(255, 127, 127, 255));
|
|||
|
|
|||
|
/* Check if we want to update the environment maps.
|
|||
|
Usually not something you'll do every frame, but either once at the star
|
|||
|
or maybe updating an environment map once in a while.
|
|||
|
*/
|
|||
|
int updateCubemaps = eventReceiver.checkCubemapUpdate();
|
|||
|
if( dynamicCubeMapRTT && sphereNode && updateCubemaps > 0 )
|
|||
|
{
|
|||
|
#ifdef CUBEMAP_UPSIDE_DOWN_GL_PROJECTION
|
|||
|
core::array<scene::ISceneNode*> allNodes;
|
|||
|
if ( driverType == video::EDT_OPENGL )
|
|||
|
{
|
|||
|
/*
|
|||
|
Flipping projection matrix flips front/backface culling.
|
|||
|
We only have a skybox so in this case this still would be fast, with more objects it's getting more ugly.
|
|||
|
*/
|
|||
|
smgr->getSceneNodesFromType(scene::ESNT_ANY, allNodes);
|
|||
|
flipCullingFlags(allNodes);
|
|||
|
}
|
|||
|
#endif
|
|||
|
/*
|
|||
|
If rendered just once then this node has still a white (or even undefined) texture at this point
|
|||
|
Just hiding it and render the background when rendering the cubemap for the other node is less noticable
|
|||
|
than having a big white dot in the environment texture.
|
|||
|
Render order can matter if you want several environment maps in your scene.
|
|||
|
*/
|
|||
|
if (sphereNode3)
|
|||
|
sphereNode3->setVisible(false);
|
|||
|
|
|||
|
renderEnvironmentCubeMap(driver, cubeMapCamera, sphereNode, cubeMapRT, dynamicCubeMapRTT, depthStencilRTT);
|
|||
|
|
|||
|
if ( sphereNode3)
|
|||
|
{
|
|||
|
if ( updateCubemaps == 2 )
|
|||
|
{
|
|||
|
/*
|
|||
|
Our rtt's unfortunately don't have mipmaps (sorry, not sure if we can get that somehow...)
|
|||
|
So if we want mipmaps in the dynamic cubemap we have to copy it to a non-rtt texture.
|
|||
|
Warning: Very, very slow. Far slower than just creating an environment map as this
|
|||
|
will copy the texture from GPU to main memory - copy it to a new texture, create mip-maps and
|
|||
|
upload the result back to the GPU.
|
|||
|
*/
|
|||
|
renderEnvironmentCubeMap(driver, cubeMapCamera, sphereNode3, cubeMapRT, dynamicCubeMapRTT_intermediate, depthStencilRTT);
|
|||
|
for ( int i=0; i<6; ++i)
|
|||
|
{
|
|||
|
void * rtData = dynamicCubeMapRTT_intermediate->lock(video::ETLM_READ_ONLY, 0, i, video::ETLF_NONE);
|
|||
|
void * tData = dynamicCubeMapTex->lock(video::ETLM_READ_WRITE, 0, i);
|
|||
|
memcpy(tData, rtData, dynamicCubeMapTex->getPitch()*dynamicCubeMapTex->getSize().Width);
|
|||
|
dynamicCubeMapRTT_intermediate->unlock();
|
|||
|
dynamicCubeMapTex->unlock();
|
|||
|
dynamicCubeMapTex->regenerateMipMapLevels();
|
|||
|
}
|
|||
|
}
|
|||
|
sphereNode3->setVisible(true);
|
|||
|
}
|
|||
|
|
|||
|
#ifdef CUBEMAP_UPSIDE_DOWN_GL_PROJECTION
|
|||
|
if ( driverType == video::EDT_OPENGL )
|
|||
|
{
|
|||
|
flipCullingFlags(allNodes);
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
smgr->drawAll();
|
|||
|
env->drawAll();
|
|||
|
|
|||
|
driver->endScene();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
device->drop();
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
**/
|