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 Switch_Toolbox.Library.IO; namespace Switch_Toolbox.Library.Rendering { public class DrawableSkybox : AbstractGlDrawable { ShaderProgram defaultShaderProgram; 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); } public override void Prepare(GL_ControlLegacy control) { } public override void Draw(GL_ControlLegacy control, Pass pass) { if (!Runtime.OpenTKInitialized || pass == Pass.TRANSPARENT) return; } SFGraphics.GLObjects.Textures.TextureCubeMap specularPbr; public override void Draw(GL_ControlModern control, Pass pass) { if (!Runtime.OpenTKInitialized || !Runtime.PBR.UseSkybox || pass == Pass.TRANSPARENT) return; 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 = Matrix4.Identity; Matrix4 rot = Matrix4.CreateFromQuaternion(control.ModelMatrix.ExtractRotation()); GL.UniformMatrix4(defaultShaderProgram["projection"], false, ref proj); GL.UniformMatrix4(defaultShaderProgram["rotView"], false, ref rot); 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); } } }