Fix the skybox color issue with background rendering when no texture is there

This commit is contained in:
samcake 2015-09-30 17:21:52 -07:00
parent 6b86f21491
commit be9b244779
2 changed files with 69 additions and 54 deletions

View file

@ -45,11 +45,18 @@ void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
// Create the static shared elements used to render the skybox
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
if (skybox.getCubemap()) {
if (!theBuffer) {
static gpu::BufferPointer theConstants;
static gpu::PipelinePointer thePipeline;
static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
static std::once_flag once;
std::call_once(once, [&] {
{
const float CLIP = 1.0f;
const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } };
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
@ -57,63 +64,65 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
}
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
{
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS));
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setInputFormat(theFormat);
gpu::Shader::BindingSet bindings;
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
static gpu::BufferPointer theConstants;
static gpu::PipelinePointer thePipeline;
static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
if (!thePipeline) {
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS));
gpu::Shader::BindingSet bindings;
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
}
SKYBOX_CONSTANTS_SLOT = skyShader->getBuffers().findLocation("skyboxBuffer");
if (SKYBOX_CONSTANTS_SLOT == gpu::Shader::INVALID_LOCATION) {
SKYBOX_CONSTANTS_SLOT = skyShader->getUniforms().findLocation("skyboxBuffer");
}
auto skyState = std::make_shared<gpu::State>();
skyState->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
auto color = glm::vec4(1.0f);
theConstants = std::make_shared<gpu::Buffer>(sizeof(color), (const gpu::Byte*) &color);
}
if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) {
auto color = glm::vec4(1.0f);
theConstants->setSubData(0, sizeof(color), (const gpu::Byte*) &color);
} else {
theConstants->setSubData(0, sizeof(Color), (const gpu::Byte*) &skybox.getColor());
SKYBOX_CONSTANTS_SLOT = skyShader->getBuffers().findLocation("skyboxBuffer");
if (SKYBOX_CONSTANTS_SLOT == gpu::Shader::INVALID_LOCATION) {
SKYBOX_CONSTANTS_SLOT = skyShader->getUniforms().findLocation("skyboxBuffer");
}
batch.setPipeline(thePipeline);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setResourceTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4);
auto skyState = std::make_shared<gpu::State>();
skyState->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
auto color = glm::vec4(1.0f);
theConstants = std::make_shared<gpu::Buffer>(sizeof(color), (const gpu::Byte*) &color);
}
});
} else {
// skybox has no cubemap, just clear the color buffer
auto color = skybox.getColor();
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(color, 0.0f), 0.0f, 0, true);
// Render
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setInputFormat(theFormat);
gpu::TexturePointer skymap;
auto color = glm::vec4(skybox.getColor(), 0.0f);
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
skymap = skybox.getCubemap();
if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) {
color = glm::vec4(1.0f);
} else {
color.w = 1.0f;
}
}
// Update the constant color.
theConstants->setSubData(0, sizeof(glm::vec4), (const gpu::Byte*) &color);
batch.setPipeline(thePipeline);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setResourceTexture(0, skymap);
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setResourceTexture(0, nullptr);
}

View file

@ -40,8 +40,14 @@ void main(void) {
#else
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
vec3 color = texel * _skybox._color.rgb;
// Skybox color or blend with skymap
vec3 color = _skybox._color.rgb;
if (_skybox._color.a > 0.0) {
vec3 texel = texture(cubeMap, coord).rgb;
color *= texel;
}
vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
_fragColor = vec4(pixel, 0.0);