LibGDX 0.9.9 – Applica la cubemap nell'ambiente

Sto usando LibGDX 0.9.9. Sto cercando di rendere cubemap e nebbia. Quindi il mio snippet di codice di seguito:

public void show() { modelBatch = new ModelBatch(); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1.0f, 0.4f, 0.4f, 1f)); environment.set(new ColorAttribute(ColorAttribute.Fog, 0.9f, 1f, 0f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f)); cubemap = new Cubemap(Gdx.files.internal("cubemap/pos-x.png"), Gdx.files.internal("cubemap/neg-x.png"), Gdx.files.internal("cubemap/pos-y.png"), Gdx.files.internal("cubemap/neg-y.png"), Gdx.files.internal("cubemap/pos-z.png"), Gdx.files.internal("cubemap/neg-z.png")); environment.set(new CubemapAttribute(CubemapAttribute.EnvironmentMap, cubemap)); cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); cam.position.set(1f, 1f, 1f); cam.lookAt(0,0,0); cam.near = 0.1f; cam.far = 300f; cam.update(); ModelLoader loader = new ObjLoader(); model = loader.loadModel(Gdx.files.internal("earth/earth.obj")); instance = new ModelInstance(model); NodePart blockPart = model.nodes.get(0).parts.get(0); renderable = new Renderable(); blockPart.setRenderable(renderable); renderable.environment = environment; renderable.worldTransform.idt(); renderContext = new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 1)); shader = new DefaultShader(renderable); shader.init(); camController = new CameraInputController(cam); Gdx.input.setInputProcessor(camController); } @Override public void render(float delta) { camController.update(); Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); renderContext.begin(); shader.begin(cam, renderContext); shader.render(renderable); shader.end(); renderContext.end(); } 

Ma non succede niente. Vedo solo object. Che cosa sto facendo di sbagliato?

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  • 4 Solutions collect form web for “LibGDX 0.9.9 – Applica la cubemap nell'ambiente”

    Dopo aver trascorso qualche tempo, ho implementato la mappa del cubo in LibGDX. Forse, non è una soluzione ideale, ma non c'è niente di più (alless non ho trovato niente). Quindi, ho usato funzioni OpenGL ES native e LibGDX. La mia class è sotto:

     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, yh/3, cubemap.getPixel(x, y)); //+Y if(x>=w/4 && x<=w/2 && y>=0 && y<=h/3) data[2].drawPixel(xw/4, y, cubemap.getPixel(x, y)); //+Z if(x>=w/4 && x<=w/2 && y>=h/3 && y<=h*2/3) data[4].drawPixel(xw/4, yh/3, cubemap.getPixel(x, y)); //-Y if(x>=w/4 && x<=w/2 && y>=h*2/3 && y<=h) data[3].drawPixel(xw/4, yh*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(xw/2, yh/3, cubemap.getPixel(x, y)); //-Z if(x>=w*3/4 && x<=w && y>=h/3 && y<=h*2/3) data[5].drawPixel(xw*3/4, yh/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(); } } 

    Come usarlo? Basta creare l'istanza di esso:

     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")); 

    o

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

    e quindi utilizzare il suo metodo di render :

     envCubemap.render(camera); 

    Spero che aiuta qualcun altro!

    Il shader predefinito (i file glsl) attualmente non support una cubemap. Dovrai fornire i tuoi file glsl per utilizzare una cubemap. Il DefaultShader (la parte CPU dello shader utilizzato per impostazione predefinita) legherà la cubemap all'uniforms chiamata u_environmentCubemap . Inoltre, l'ambiente macroCubemapFlag verrà definito dal DefaultShader se il materiale contiene un attributo di cubario di ambiente. Utilizza lo snippet seguente nello shader per utilizzare la cubemap:

     #ifdef environmentCubemapFlag uniform samplerCube u_environmentCubemap; #endif 

    Ecco un frammento di esempio appropriato per utilizzare la mappa cubo (e la mappa normale): https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/g3d/shaders/reflect.glsl Ecco un frammento di esempio più avanzato: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/g3d/shaders/test.glsl

    Puoi specificare il tuo shader personalizzato come questo:

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

    Maggiori informazioni sull'utilizzo di uno shader personalizzato: http://blog.xoppa.com/creating-a-shader-with-libgdx/

    Oltre alla soluzione Nolesh , la skybox può essere ruotata correttamente rispetto alla rotazione della camera così come segue :

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

    Ho giocato intorno alla cubemap e ho creato una class che non utilizza textureCube nativo. Invece ho creato 6 aerei e li ho posizionati attorno alla telecamera. Così, la mia camera è fissa dentro queste "pareti". Questa implementazione è un po 'più veloce e più facile rispetto all'utilizzo della cubemap descritta in precedenza .

     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, yh/3, cubemap.getPixel(x, y)); //+Y if(x>=w/4 && x<=w/2+1 && y>=0 && y<=h/3) data[2].drawPixel(xw/4, y, cubemap.getPixel(x, y)); //+Z if(x>=w/4 && x<=w/2 && y>=h/3 && y<=h*2/3) data[4].drawPixel(xw/4, yh/3, cubemap.getPixel(x, y)); //-Y if(x>=w/4 && x<=w/2 && y>=h*2/3 && y<=h) data[3].drawPixel(xw/4, yh*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(xw/2, yh/3, cubemap.getPixel(x, y)); //-Z if(x>=w*3/4 && x<=w && y>=h/3 && y<=h*2/3) data[5].drawPixel(xw*3/4, yh/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; } } } 

    L'utilizzo di questa class è lo stesso di quello precedente. Buon codice!

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