Enable the color blending for the skybox

This commit is contained in:
Sam Gateau 2015-05-11 17:05:45 -07:00
parent 6c606f630e
commit e6bba04151
3 changed files with 39 additions and 2 deletions

View file

@ -52,6 +52,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
static gpu::PipelinePointer thePipeline;
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
static gpu::BufferPointer theConstants;
const int SKYBOX_CONSTANTS_SLOT = 3;
if (!thePipeline) {
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
@ -59,7 +61,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
gpu::Shader::BindingSet bindings;
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
bindings.insert(gpu::Shader::Binding(std::string("skyboxBuffer"), SKYBOX_CONSTANTS_SLOT));
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
}
@ -74,6 +77,9 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
theFormat.reset(new gpu::Stream::Format());
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
auto color = glm::vec4(1.0f);
theConstants.reset(new gpu::Buffer(sizeof(color), (const gpu::Byte*) &color));
}
glm::mat4 projMat;
@ -82,11 +88,19 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
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());
}
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setPipeline(thePipeline);
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setInputFormat(theFormat);
batch.setUniformTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4);

View file

@ -38,6 +38,7 @@ public:
protected:
gpu::TexturePointer _cubemap;
Color _color{1.0f, 1.0f, 1.0f};
};
typedef std::shared_ptr< Skybox > SkyboxPointer;

View file

@ -15,6 +15,27 @@
<$declareStandardTransform()$>
struct Skybox {
vec4 _color;
};
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
uniform skyboxBuffer {
Skybox _skybox;
};
Skybox getSkybox() {
return _skybox;
}
<@else@>
uniform vec4 skyboxBuffer[1];
Skybox getSkybox() {
Skybox _skybox;
_skybox._color = skyboxBuffer[0];
return _skybox;
}
<@endif@>
varying vec3 normal;
varying vec2 texcoord;
varying vec3 color;
@ -22,7 +43,8 @@ varying vec3 color;
void main(void) {
texcoord = gl_Vertex.xy;
color = vec3(1.0, 1.0, 1.0);
Skybox skybox = getSkybox();
color = skybox._color.xyz;
// standard transform
TransformCamera cam = getTransformCamera();