I am using LibGDX 0.9.9. I am trying to render cubemap and fog. So my code snippet below:
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();
}
But nothing happens. I see object only.
What am I doing wrong?
After spending some time, I implemented cube map in LibGDX. Perhaps, it's not ideal solution, but there is nothing more (At least I couldn't find anything). So, I used native OpenGL ES functions and LibGDX. My class is below:
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, y-h/3, cubemap.getPixel(x, y));
//+Y
if(x>=w/4 && x<=w/2 && y>=0 && y<=h/3) data[2].drawPixel(x-w/4, y, cubemap.getPixel(x, y));
//+Z
if(x>=w/4 && x<=w/2 && y>=h/3 && y<=h*2/3) data[4].drawPixel(x-w/4, y-h/3, cubemap.getPixel(x, y));
//-Y
if(x>=w/4 && x<=w/2 && y>=h*2/3 && y<=h) data[3].drawPixel(x-w/4, y-h*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(x-w/2, y-h/3, cubemap.getPixel(x, y));
//-Z
if(x>=w*3/4 && x<=w && y>=h/3 && y<=h*2/3) data[5].drawPixel(x-w*3/4, y-h/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();
}
}
How to use it? Just create instance of it:
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"));
or
EnvironmentCubemap envCubemap = new EnvironmentCubemap(new Pixmap(Gdx.files.internal("cubemap/all_in_one.jpg")));
and then use its render
method:
envCubemap.render(camera);
I hope it helps someone else!
The default shader (the glsl files) currently don't support a cubemap. You'll have to provide your own glsl files to use a cubemap. The DefaultShader (the CPU part of the shader that is used by default) will bind the cubemap to the uniform called: u_environmentCubemap
. Also, the macro environmentCubemapFlag
will be defined by the DefaultShader if the material contains an environment cubemap attribute. Use the following snippet in your shader to use the cubemap:
#ifdef environmentCubemapFlag
uniform samplerCube u_environmentCubemap;
#endif
Here's a relevant example snippet to use cubemap (and normal map): https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/g3d/shaders/reflect.glsl
Here's a more advanced example snippet: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/g3d/shaders/test.glsl
You can specify your custom shader like this:
modelBatch = new ModelBatch(Gdx.files.internal("data/vertex.glsl"), Gdx.files.internal("data/fragment.glsl"));
More info about using a custom shader: http://blog.xoppa.com/creating-a-shader-with-libgdx/
I played around the cubemap and created a class which doesn't use native textureCube
. Instead of it I created 6 planes and located them around the camera. So, my camera is fixed inside these "walls". This implementation is a bit faster and easier than using cubemap
described above.
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, y-h/3, cubemap.getPixel(x, y));
//+Y
if(x>=w/4 && x<=w/2+1 && y>=0 && y<=h/3) data[2].drawPixel(x-w/4, y, cubemap.getPixel(x, y));
//+Z
if(x>=w/4 && x<=w/2 && y>=h/3 && y<=h*2/3) data[4].drawPixel(x-w/4, y-h/3, cubemap.getPixel(x, y));
//-Y
if(x>=w/4 && x<=w/2 && y>=h*2/3 && y<=h) data[3].drawPixel(x-w/4, y-h*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(x-w/2, y-h/3, cubemap.getPixel(x, y));
//-Z
if(x>=w*3/4 && x<=w && y>=h/3 && y<=h*2/3) data[5].drawPixel(x-w*3/4, y-h/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;
}
}
}
Using of this class is the same as previous one. Happy coding!