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use crate::core::*;
use crate::renderer::*;
pub struct Skybox {
context: Context,
vertex_buffer: VertexBuffer,
material: SkyboxMaterial,
}
impl Skybox {
pub fn new(context: &Context, cpu_texture: &CpuTextureCube) -> ThreeDResult<Self> {
let texture = TextureCubeMap::new(&context, cpu_texture)?;
Self::new_with_texture(context, texture)
}
pub fn new_from_equirectangular(
context: &Context,
cpu_texture: &CpuTexture,
) -> ThreeDResult<Self> {
let texture = match cpu_texture.data {
TextureData::RgbaU8(_)
| TextureData::RgbU8(_)
| TextureData::RgU8(_)
| TextureData::RU8(_) => {
TextureCubeMap::new_from_equirectangular::<u8>(context, cpu_texture)?
}
TextureData::RgbaF16(_)
| TextureData::RgbF16(_)
| TextureData::RgF16(_)
| TextureData::RF16(_) => {
TextureCubeMap::new_from_equirectangular::<f16>(context, cpu_texture)?
}
TextureData::RgbaF32(_)
| TextureData::RgbF32(_)
| TextureData::RgF32(_)
| TextureData::RF32(_) => {
TextureCubeMap::new_from_equirectangular::<f32>(context, cpu_texture)?
}
};
Self::new_with_texture(context, texture)
}
pub fn new_with_texture(context: &Context, texture: TextureCubeMap) -> ThreeDResult<Self> {
let vertex_buffer = VertexBuffer::new_with_data(
context,
&[
vec3(1.0, 1.0, -1.0),
vec3(-1.0, 1.0, -1.0),
vec3(1.0, 1.0, 1.0),
vec3(-1.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0),
vec3(-1.0, 1.0, -1.0),
vec3(-1.0, -1.0, -1.0),
vec3(1.0, -1.0, -1.0),
vec3(1.0, -1.0, 1.0),
vec3(1.0, -1.0, 1.0),
vec3(-1.0, -1.0, 1.0),
vec3(-1.0, -1.0, -1.0),
vec3(1.0, -1.0, -1.0),
vec3(-1.0, -1.0, -1.0),
vec3(1.0, 1.0, -1.0),
vec3(-1.0, 1.0, -1.0),
vec3(1.0, 1.0, -1.0),
vec3(-1.0, -1.0, -1.0),
vec3(-1.0, -1.0, 1.0),
vec3(1.0, -1.0, 1.0),
vec3(1.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0),
vec3(-1.0, 1.0, 1.0),
vec3(-1.0, -1.0, 1.0),
vec3(1.0, -1.0, -1.0),
vec3(1.0, 1.0, -1.0),
vec3(1.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0),
vec3(1.0, -1.0, 1.0),
vec3(1.0, -1.0, -1.0),
vec3(-1.0, 1.0, -1.0),
vec3(-1.0, -1.0, -1.0),
vec3(-1.0, 1.0, 1.0),
vec3(-1.0, -1.0, 1.0),
vec3(-1.0, 1.0, 1.0),
vec3(-1.0, -1.0, -1.0),
],
)?;
Ok(Skybox {
context: context.clone(),
vertex_buffer,
material: SkyboxMaterial { texture },
})
}
pub fn texture(&self) -> &TextureCubeMap {
&self.material.texture
}
}
impl Geometry for Skybox {
fn aabb(&self) -> AxisAlignedBoundingBox {
AxisAlignedBoundingBox::INFINITE
}
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) -> ThreeDResult<()> {
let fragment_shader_source = material.fragment_shader_source(false, lights);
self.context.program(
&include_str!("shaders/skybox.vert"),
&fragment_shader_source,
|program| {
material.use_uniforms(program, camera, lights)?;
program.use_uniform_block("Camera", camera.uniform_buffer())?;
program.use_vertex_attribute("position", &self.vertex_buffer)?;
program.draw_arrays(material.render_states(), camera.viewport(), 36)?;
Ok(())
},
)
}
}
impl Object for Skybox {
fn render(&self, camera: &Camera, lights: &[&dyn Light]) -> ThreeDResult<()> {
self.render_with_material(&self.material, camera, lights)
}
fn is_transparent(&self) -> bool {
false
}
}