render: improve skybox_mie_calc_sh and add sky_intensity
parent
5747b95739
commit
b47c47df54
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@ -44,10 +44,6 @@ int main(int argc, char** argv) {
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sky = skybox(flag("--mie") ? 0 : SKY_DIRS[SKY_DIR], 0);
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mdl = model(OBJ_MDLS[OBJ_MDL], 0);
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// rotation44(mdl.pivot, 0, 1,0,0); // @fixme: -90,1,0,0 -> should we rotate SHMs as well? compensate rotation in shader?
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if (flag("--mie")) {
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skybox_mie_calc_sh(&sky);
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}
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}
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// fps camera
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@ -63,6 +59,14 @@ int main(int argc, char** argv) {
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// render
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mat44 mvp; multiply44x2(mvp, cam.proj, cam.view);
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{
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if (flag("--mie")) {
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// skybox_sh_reset(&sky);
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skybox_mie_calc_sh(&sky, 4.0f);
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// float x = cosf((float)window_time())*4;
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// skybox_sh_add_light(&sky, vec3(0.3,0.3,0.3), vec3(0,1,0), 16*absf(cosf((float)window_time()*2))+2);
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// skybox_sh_add_light(&sky, vec3(0.6,0,0), vec3(x,1,0), 2);
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}
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skybox_render(&sky, cam.proj, cam.view);
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shader_bind(mdl.program);
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@ -40,7 +40,7 @@ int main() {
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if (flag("--mie") && sky_update_until <= window_time()) {
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shader_bind(sky.program);
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shader_vec3("uSunPos", vec3(0, (cosf((float)window_time()*0.25)*0.3)+0.2, -1));
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skybox_mie_calc_sh(&sky);
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skybox_mie_calc_sh(&sky, 2.0f);
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sky_update_until = window_time() + 0.02;
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}
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@ -1189,6 +1189,12 @@ ffi.cdef([[
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
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//lcpp INF [0000] vec3: macro name but used as C declaration in: vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in: void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in: void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API void viewport_color3(vec3 color);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC void viewport_color3(vec3 color);
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//lcpp INF [0000] vec3: macro name but used as C declaration in: void viewport_color3(vec3 color);
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@ -2532,7 +2538,9 @@ unsigned char *pixels;
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skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
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int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
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void skybox_destroy(skybox_t *sky);
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void skybox_mie_calc_sh(skybox_t *sky);
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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void skybox_sh_reset(skybox_t *sky);
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view);
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int skybox_pop_state();
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void viewport_color(uint32_t color);
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@ -16791,7 +16791,9 @@ typedef struct skybox_t {
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API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
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API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
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API void skybox_destroy(skybox_t *sky);
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API void skybox_mie_calc_sh(skybox_t *sky);
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API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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API void skybox_sh_reset(skybox_t *sky);
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API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
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API int skybox_pop_state(); // @to deprecate
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@ -341727,15 +341729,19 @@ skybox_t skybox(const char *asset, int flags) {
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return sky;
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}
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void skybox_mie_calc_sh(skybox_t *sky) {
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
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unsigned WIDTH = 1024, HEIGHT = 1024;
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int last_fb;
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int vp[4];
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb);
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glGetIntegerv(GL_VIEWPORT, vp);
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if (!sky_intensity) {
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sky_intensity = 1.0f;
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}
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if (!sky->pixels)
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sky->pixels = MALLOC(WIDTH*HEIGHT*3);
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sky->pixels = MALLOC(WIDTH*HEIGHT*12);
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if (!sky->framebuffers[0]) {
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for(int i = 0; i < 6; ++i) {
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@ -341745,7 +341751,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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glGenTextures(1, &sky->textures[i]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sky->textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -341767,7 +341773,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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skybox_render(sky, proj, view);
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glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, sky->pixels);
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glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_FLOAT, sky->pixels);
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// calculate SH coefficients (@ands)
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// copied from cubemap6 method
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@ -341776,7 +341782,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
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int step = 16;
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for (int y = 0; y < HEIGHT; y += step) {
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unsigned char *p = (unsigned char*)sky->pixels + y * WIDTH * 3;
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unsigned float *p = (unsigned float*)sky->pixels + y * WIDTH * 3;
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for (int x = 0; x < WIDTH; x += step) {
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vec3 n = add3(
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add3(
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@ -341784,7 +341790,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)),
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skyDir[i]); // texelDirection;
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float l = len3(n);
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vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance;
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vec3 light = scale3(vec3(p[0], p[1], p[2]), (1 / (l * l * l)) * sky_intensity); // texelSolidAngle * texel_radiance;
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n = norm3(n);
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sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f));
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sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
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@ -341809,6 +341815,27 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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}
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void skybox_sh_reset(skybox_t *sky) {
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for (int s = 0; s < 9; s++) {
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sky->cubemap.sh[s] = vec3(0,0,0);
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}
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}
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
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// Normalize the direction
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vec3 norm_dir = norm3(dir);
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// Scale the light color and intensity
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vec3 scaled_light = scale3(light, strength);
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// Add light to the SH coefficients
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sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(scaled_light, 0.282095f));
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sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(scaled_light, -0.488603f * norm_dir.y));
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sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(scaled_light, 0.488603f * norm_dir.z));
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sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(scaled_light, -0.488603f * norm_dir.x));
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}
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int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
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last_cubemap = &sky->cubemap;
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@ -2413,15 +2413,19 @@ skybox_t skybox(const char *asset, int flags) {
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return sky;
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}
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void skybox_mie_calc_sh(skybox_t *sky) {
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
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unsigned WIDTH = 1024, HEIGHT = 1024;
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int last_fb;
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int vp[4];
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb);
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glGetIntegerv(GL_VIEWPORT, vp);
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if (!sky_intensity) {
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sky_intensity = 1.0f;
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}
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if (!sky->pixels)
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sky->pixels = MALLOC(WIDTH*HEIGHT*3);
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sky->pixels = MALLOC(WIDTH*HEIGHT*12);
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if (!sky->framebuffers[0]) {
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for(int i = 0; i < 6; ++i) {
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@ -2431,7 +2435,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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glGenTextures(1, &sky->textures[i]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sky->textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -2453,7 +2457,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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skybox_render(sky, proj, view);
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glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, sky->pixels);
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glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_FLOAT, sky->pixels);
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// calculate SH coefficients (@ands)
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// copied from cubemap6 method
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@ -2462,7 +2466,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
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int step = 16;
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for (int y = 0; y < HEIGHT; y += step) {
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unsigned char *p = (unsigned char*)sky->pixels + y * WIDTH * 3;
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unsigned float *p = (unsigned float*)sky->pixels + y * WIDTH * 3;
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for (int x = 0; x < WIDTH; x += step) {
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vec3 n = add3(
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add3(
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@ -2470,7 +2474,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)),
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skyDir[i]); // texelDirection;
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float l = len3(n);
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vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance;
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vec3 light = scale3(vec3(p[0], p[1], p[2]), (1 / (l * l * l)) * sky_intensity); // texelSolidAngle * texel_radiance;
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n = norm3(n);
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sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f));
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sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
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@ -2495,6 +2499,27 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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}
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void skybox_sh_reset(skybox_t *sky) {
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for (int s = 0; s < 9; s++) {
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sky->cubemap.sh[s] = vec3(0,0,0);
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}
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}
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
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// Normalize the direction
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vec3 norm_dir = norm3(dir);
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// Scale the light color and intensity
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vec3 scaled_light = scale3(light, strength);
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// Add light to the SH coefficients
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sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(scaled_light, 0.282095f));
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sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(scaled_light, -0.488603f * norm_dir.y));
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sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(scaled_light, 0.488603f * norm_dir.z));
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sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(scaled_light, -0.488603f * norm_dir.x));
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}
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int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
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last_cubemap = &sky->cubemap;
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@ -635,7 +635,9 @@ typedef struct skybox_t {
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API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
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API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
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API void skybox_destroy(skybox_t *sky);
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API void skybox_mie_calc_sh(skybox_t *sky);
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API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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API void skybox_sh_reset(skybox_t *sky);
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API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
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API int skybox_pop_state(); // @to deprecate
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37
engine/v4k.c
37
engine/v4k.c
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@ -12637,15 +12637,19 @@ skybox_t skybox(const char *asset, int flags) {
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return sky;
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}
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void skybox_mie_calc_sh(skybox_t *sky) {
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
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unsigned WIDTH = 1024, HEIGHT = 1024;
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int last_fb;
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int vp[4];
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb);
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glGetIntegerv(GL_VIEWPORT, vp);
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if (!sky_intensity) {
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sky_intensity = 1.0f;
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}
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if (!sky->pixels)
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sky->pixels = MALLOC(WIDTH*HEIGHT*3);
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sky->pixels = MALLOC(WIDTH*HEIGHT*12);
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if (!sky->framebuffers[0]) {
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for(int i = 0; i < 6; ++i) {
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@ -12655,7 +12659,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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glGenTextures(1, &sky->textures[i]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sky->textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -12677,7 +12681,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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skybox_render(sky, proj, view);
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glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, sky->pixels);
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glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_FLOAT, sky->pixels);
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// calculate SH coefficients (@ands)
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// copied from cubemap6 method
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@ -12686,7 +12690,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
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int step = 16;
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for (int y = 0; y < HEIGHT; y += step) {
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unsigned char *p = (unsigned char*)sky->pixels + y * WIDTH * 3;
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unsigned float *p = (unsigned float*)sky->pixels + y * WIDTH * 3;
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for (int x = 0; x < WIDTH; x += step) {
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vec3 n = add3(
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add3(
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@ -12694,7 +12698,7 @@ void skybox_mie_calc_sh(skybox_t *sky) {
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scale3(skyY[i], -2.0f * (y / (HEIGHT - 1.0f)) + 1.0f)),
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skyDir[i]); // texelDirection;
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float l = len3(n);
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vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance;
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vec3 light = scale3(vec3(p[0], p[1], p[2]), (1 / (l * l * l)) * sky_intensity); // texelSolidAngle * texel_radiance;
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n = norm3(n);
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sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(light, 0.282095f));
|
||||
sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
|
||||
|
@ -12719,6 +12723,27 @@ void skybox_mie_calc_sh(skybox_t *sky) {
|
|||
glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
}
|
||||
|
||||
void skybox_sh_reset(skybox_t *sky) {
|
||||
for (int s = 0; s < 9; s++) {
|
||||
sky->cubemap.sh[s] = vec3(0,0,0);
|
||||
}
|
||||
}
|
||||
|
||||
void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
|
||||
// Normalize the direction
|
||||
vec3 norm_dir = norm3(dir);
|
||||
|
||||
// Scale the light color and intensity
|
||||
vec3 scaled_light = scale3(light, strength);
|
||||
|
||||
// Add light to the SH coefficients
|
||||
sky->cubemap.sh[0] = add3(sky->cubemap.sh[0], scale3(scaled_light, 0.282095f));
|
||||
sky->cubemap.sh[1] = add3(sky->cubemap.sh[1], scale3(scaled_light, -0.488603f * norm_dir.y));
|
||||
sky->cubemap.sh[2] = add3(sky->cubemap.sh[2], scale3(scaled_light, 0.488603f * norm_dir.z));
|
||||
sky->cubemap.sh[3] = add3(sky->cubemap.sh[3], scale3(scaled_light, -0.488603f * norm_dir.x));
|
||||
}
|
||||
|
||||
|
||||
int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
|
||||
last_cubemap = &sky->cubemap;
|
||||
|
||||
|
|
|
@ -2874,7 +2874,9 @@ typedef struct skybox_t {
|
|||
API skybox_t skybox(const char *panorama_or_cubemap_folder, int flags);
|
||||
API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
||||
API void skybox_destroy(skybox_t *sky);
|
||||
API void skybox_mie_calc_sh(skybox_t *sky);
|
||||
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
||||
API void skybox_sh_reset(skybox_t *sky);
|
||||
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
||||
|
||||
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
||||
API int skybox_pop_state(); // @to deprecate
|
||||
|
|
Loading…
Reference in New Issue