Switch-Toolbox/Switch_Toolbox_Library/Rendering/DrawableSkybox.cs
2019-09-10 19:54:36 -04:00

186 lines
8.1 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using GL_EditorFramework.GL_Core;
using GL_EditorFramework.Interfaces;
using GL_EditorFramework.EditorDrawables;
using Toolbox.Library.IO;
namespace Toolbox.Library.Rendering
{
public class DrawableSkybox : AbstractGlDrawable
{
public bool ForceDisplay = false;
ShaderProgram defaultShaderProgram;
private RenderableTex CustomCubemap = null;
public void LoadCustomTexture(STGenericTexture GenericTexture)
{
if (GenericTexture.RenderableTex == null || !GenericTexture.RenderableTex.GLInitialized)
GenericTexture.LoadOpenGLTexture();
CustomCubemap = GenericTexture.RenderableTex;
}
public override void Prepare(GL_ControlModern control)
{
string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "HDRSkyBox") + "\\HDRSkyBox.frag";
string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "HDRSkyBox") + "\\HDRSkyBox.vert";
var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
var defaultVert = new VertexShader(File.ReadAllText(pathVert));
defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert, control);
}
public override void Prepare(GL_ControlLegacy control)
{
}
public override void Draw(GL_ControlLegacy control, Pass pass)
{
if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT)
return;
GL.Disable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
GL.DepthFunc(DepthFunction.Lequal);
}
SFGraphics.GLObjects.Textures.TextureCubeMap specularPbr;
public override void Draw(GL_ControlModern control, Pass pass)
{
if (!Runtime.OpenTKInitialized || (!Runtime.PBR.UseSkybox && !ForceDisplay) || pass == Pass.TRANSPARENT)
return;
GL.Disable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
GL.DepthFunc(DepthFunction.Lequal);
// GL.Enable(EnableCap.LineSmooth);
// GL.Enable(EnableCap.StencilTest);
// GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
control.CurrentShader = defaultShaderProgram;
// enable seamless cubemap sampling for lower mip levels in the pre-filter map.
GL.Enable(EnableCap.TextureCubeMapSeamless);
Matrix4 proj = control.ProjectionMatrix;
// Matrix4 rot = Matrix4.CreateFromQuaternion(control.ModelMatrix.ExtractRotation());
Matrix4 rot = new Matrix4(new Matrix3(control.CameraMatrix));
defaultShaderProgram.SetMatrix4x4("projection", ref proj);
defaultShaderProgram.SetMatrix4x4("rotView", ref rot);
if (CustomCubemap != null)
{
GL.ActiveTexture(TextureUnit.Texture0);
CustomCubemap.Bind();
}
else
{
if (Runtime.PBR.UseDiffuseSkyTexture)
{
//Load Cubemap
if (RenderTools.diffusePbr != null)
{
GL.ActiveTexture(TextureUnit.Texture0);
RenderTools.diffusePbr.Bind();
}
}
else
{
//Load Cubemap
if (RenderTools.specularPbr != null)
{
GL.ActiveTexture(TextureUnit.Texture0);
RenderTools.specularPbr.Bind();
}
}
}
int cubeVBO = 0;
if (cubeVBO == 0)
{
float[] vertices = {
// back face
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // top-right
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // bottom-left
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // top-left
// front face
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top-right
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // top-left
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom-left
// left face
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-left
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-right
// right face
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom-right
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // top-left
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom-left
// bottom face
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, // top-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom-left
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom-right
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, // top-right
// top face
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top-right
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom-right
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top-left
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f // bottom-left
};
GL.GenVertexArrays(1, out cubeVBO);
GL.GenBuffers(1, out cubeVBO);
GL.BindBuffer(BufferTarget.ArrayBuffer, cubeVBO);
GL.BufferData(BufferTarget.ArrayBuffer, 4 * vertices.Length, vertices, BufferUsageHint.StaticDraw);
GL.BindVertexArray(cubeVBO);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (IntPtr)0);
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (IntPtr)(3 * sizeof(float)));
GL.EnableVertexAttribArray(2);
GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), (IntPtr)(6 * sizeof(float)));
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(0);
}
GL.BindVertexArray(cubeVBO);
GL.DrawArrays(PrimitiveType.Triangles, 0, 36);
GL.BindVertexArray(0);
GL.Enable(EnableCap.CullFace);
GL.BindTexture(TextureTarget.TextureCubeMap, 0);
}
}
}