rendering-skybox.cpp
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/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <dali-toolkit/dali-toolkit.h>
#include <dali/dali.h>
#include "look-camera.h"
#include "generated/rendering-skybox-vert.h"
#include "generated/rendering-skybox-frag.h"
#include "generated/rendering-skybox-cube-vert.h"
#include "generated/rendering-skybox-cube-frag.h"
using namespace Dali;
using namespace Toolkit;
namespace
{
const float CAMERA_DEFAULT_FOV(60.0f);
const float CAMERA_DEFAULT_NEAR(0.1f);
const float CAMERA_DEFAULT_FAR(1000.0f);
const Vector3 CAMERA_DEFAULT_POSITION(0.0f, 0.0f, 100.0f);
const char* TEXTURE_URL = DEMO_IMAGE_DIR "wood.png";
const unsigned int SKYBOX_FACE_COUNT = 6;
const unsigned int SKYBOX_FACE_WIDTH = 2048;
const unsigned int SKYBOX_FACE_HEIGHT = 2048;
/*
* Credit to Joey do Vries for the following cubemap images
* Take from git://github.com/JoeyDeVries/LearnOpenGL.git
* The images are licensed under the terms of the CC BY 4.0 license:
* https://creativecommons.org/licenses/by/4.0/
*/
const char* SKYBOX_FACES[SKYBOX_FACE_COUNT] =
{
DEMO_IMAGE_DIR "lake_right.jpg",
DEMO_IMAGE_DIR "lake_left.jpg",
DEMO_IMAGE_DIR "lake_top.jpg",
DEMO_IMAGE_DIR "lake_bottom.jpg",
DEMO_IMAGE_DIR "lake_back.jpg",
DEMO_IMAGE_DIR "lake_front.jpg"};
} // namespace
// This example shows how to create a skybox
//
// Recommended screen size on desktop: 1280x720
//
class TexturedCubeController : public ConnectionTracker
{
public:
TexturedCubeController(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &TexturedCubeController::Create);
}
~TexturedCubeController()
{
// Nothing to do here;
}
// The Init signal is received once (only) during the Application lifetime
void Create(Application& application)
{
// Get a handle to the window
Window window = application.GetWindow();
window.SetBackgroundColor(Color::WHITE);
// Step 1. Setup camera
SetupCamera();
// Step 2. Create shaders
CreateShaders();
// Step 3. Create geometry
CreateCubeGeometry();
CreateSkyboxGeometry();
// Step 4. Display first a cube at the world origin.
// The write on the depth buffer is enabled.
DisplayCube();
// Step 5. Display last the skybox surrounding the camera.
// The depth test is enabled, the shader sets 1.0, which is the maximum depth and
// the depth function is set to LESS or EQUAL so the fragment shader will run only
// in those pixels that any other object has written on them.
DisplaySkybox();
// Step 6. Play animation to rotate the cube
PlayAnimation();
// Respond to key events
window.KeyEventSignal().Connect(this, &TexturedCubeController::OnKeyEvent);
}
/**
* @brief Called when any key event is received
*
* Will use this to quit the application if Back or the Escape key is received
* @param[in] event The key event information
*/
void OnKeyEvent(const KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
/**
* @brief Setup a perspective camera pointing in the negative Z direction
*/
void SetupCamera()
{
Window window = mApplication.GetWindow();
RenderTask renderTask = window.GetRenderTaskList().GetTask(0);
renderTask.SetCullMode(false); // avoid frustum culling affecting the skybox
mCamera.Initialise(window, CAMERA_DEFAULT_POSITION, CAMERA_DEFAULT_FOV, CAMERA_DEFAULT_NEAR, CAMERA_DEFAULT_FAR);
}
/**
* Creates a shader using inlined variable VERTEX_SHADER and FRAGMENT_SHADER
*
* Shaders are very basic and all they do is transforming vertices and sampling
* a texture.
*/
void CreateShaders()
{
mShaderCube = Shader::New(SHADER_RENDERING_SKYBOX_CUBE_VERT, SHADER_RENDERING_SKYBOX_CUBE_FRAG);
mShaderSkybox = Shader::New(SHADER_RENDERING_SKYBOX_CUBE_VERT, SHADER_RENDERING_SKYBOX_CUBE_FRAG);
}
/**
* @brief CreateCubeGeometry
* This function creates a cube geometry including texture coordinates.
* Also it demonstrates using the indexed draw feature by setting an index array.
*/
void CreateCubeGeometry()
{
struct Vertex
{
Vector3 aPosition;
Vector2 aTexCoord;
};
Vertex vertices[] = {
{Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(0.0, 1.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, -1.0f, 1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(0.0, 0.0)},
{Vector3(-1.0f, -1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, -1.0f, 1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
{Vector3(1.0f, 1.0f, -1.0f), Vector2(1.0, 1.0)},
{Vector3(-1.0f, 1.0f, -1.0f), Vector2(1.0, 0.0)},
{Vector3(-1.0f, 1.0f, 1.0f), Vector2(0.0, 0.0)},
};
VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3)
.Add("aTexCoord", Property::VECTOR2));
vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vertex));
// create indices
const unsigned short INDEX_CUBE[] = {
2, 1, 0, 5, 4, 3, 8, 7, 6, 11, 10, 9, 14, 13, 12, 17, 16, 15, 20, 19, 18, 23, 22, 21, 26, 25, 24, 29, 28, 27, 32, 31, 30, 35, 34, 33};
mGeometry = Geometry::New();
mGeometry.AddVertexBuffer(vertexBuffer);
mGeometry.SetIndexBuffer(INDEX_CUBE,
sizeof(INDEX_CUBE) / sizeof(INDEX_CUBE[0]));
mGeometry.SetType(Geometry::TRIANGLES);
}
/**
* @brief CreateCubeGeometry
* This function creates a cube geometry including texture coordinates.
* Also it demonstrates using the indexed draw feature by setting an index array.
*/
void CreateSkyboxGeometry()
{
struct Vertex
{
Vector3 aPosition;
};
Vertex skyboxVertices[] = {
// back
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
// left
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(-1.0f, -1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, 1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
// right
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
// front
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(-1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
// botton
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(1.0f, 1.0f, -1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(-1.0f, 1.0f, 1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
// top
{Vector3(-1.0f, -1.0f, -1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)}};
VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3));
vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
mSkyboxGeometry = Geometry::New();
mSkyboxGeometry.AddVertexBuffer(vertexBuffer);
mSkyboxGeometry.SetType(Geometry::TRIANGLES);
}
/**
* Display a cube at the world origin
*/
void DisplayCube()
{
// Load image from file
PixelData pixels = SyncImageLoader::Load(TEXTURE_URL);
Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
// create TextureSet
mTextureSet = TextureSet::New();
mTextureSet.SetTexture(0, texture);
mRenderer = Renderer::New(mGeometry, mShaderCube);
mRenderer.SetTextures(mTextureSet);
mRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 1.0f);
// A further optimization would be to enable debug testing instead
mRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
// Enables the write on the depth buffer.
mRenderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON);
mActor = Actor::New();
mActor.SetProperty(Dali::Actor::Property::NAME, "Cube");
mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActor.AddRenderer(mRenderer);
mActor.SetProperty(Actor::Property::SIZE, Vector3(10.f, 10.f, 10.f));
Window window = mApplication.GetWindow();
window.Add(mActor);
}
/**
* Display a skybox surrounding the camera
*/
void DisplaySkybox()
{
// Load skybox faces from file
Texture texture = Texture::New(TextureType::TEXTURE_CUBE, Pixel::RGBA8888, SKYBOX_FACE_WIDTH, SKYBOX_FACE_HEIGHT);
for(unsigned int i = 0; i < SKYBOX_FACE_COUNT; i++)
{
PixelData pixels = SyncImageLoader::Load(SKYBOX_FACES[i]);
texture.Upload(pixels, CubeMapLayer::POSITIVE_X + i, 0, 0, 0, SKYBOX_FACE_WIDTH, SKYBOX_FACE_HEIGHT);
}
// create TextureSet
mSkyboxTextures = TextureSet::New();
mSkyboxTextures.SetTexture(0, texture);
mSkyboxRenderer = Renderer::New(mSkyboxGeometry, mShaderSkybox);
mSkyboxRenderer.SetTextures(mSkyboxTextures);
mSkyboxRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2.0f);
// Enables the depth test.
mSkyboxRenderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
// The fragment shader will run only is those pixels that have the max depth value.
mSkyboxRenderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
Window window = mApplication.GetWindow();
mSkyboxActor = Actor::New();
mSkyboxActor.SetProperty(Dali::Actor::Property::NAME, "SkyBox");
mSkyboxActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mSkyboxActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mSkyboxActor.SetProperty(Actor::Property::POSITION, CAMERA_DEFAULT_POSITION);
mSkyboxActor.AddRenderer(mSkyboxRenderer);
window.Add(mSkyboxActor);
}
/**
* Plays animation
*/
void PlayAnimation()
{
mAnimation = Animation::New(5.0f);
mAnimation.SetLooping(true);
mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::ZAXIS));
mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::YAXIS));
mAnimation.AnimateBy(Property(mActor, Actor::Property::ORIENTATION), Quaternion(Radian(Degree(360)), Vector3::XAXIS));
mAnimation.Play();
}
private:
Application& mApplication;
LookCamera mCamera;
Shader mShaderCube;
Shader mShaderSkybox;
Geometry mGeometry;
TextureSet mTextureSet;
Renderer mRenderer;
Actor mActor;
Animation mAnimation;
Geometry mSkyboxGeometry;
TextureSet mSkyboxTextures;
Renderer mSkyboxRenderer;
Actor mSkyboxActor;
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
TexturedCubeController test(application);
application.MainLoop();
return 0;
}