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;
"+
" attribute vec3 a_normal;
"+
" attribute vec2 a_texCoord0;
"+
" uniform mat4 u_worldTrans;
"+
" varying vec2 v_texCoord0;
"+
" varying vec3 v_cubeMapUV;
"+
" void main() {
"+
" v_texCoord0 = a_texCoord0;
"+
" vec4 g_position = u_worldTrans * vec4(a_position, 1.0);
"+
" v_cubeMapUV = normalize(g_position.xyz);
"+
" gl_Position = vec4(a_position, 1.0);
"+
" }
";
protected String fragmentShader = "#ifdef GL_ES
"+
" precision mediump float;
"+
" #endif
"+
" uniform samplerCube u_environmentCubemap;
"+
" varying vec2 v_texCoord0;
"+
" varying vec3 v_cubeMapUV;
"+
" void main() {
"+
" gl_FragColor = vec4(textureCube(u_environmentCubemap, v_cubeMapUV).rgb, 1.0);
"+
" }
";
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!