2017-07-17 01:33:40 +03:00
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/*******************************************************************************************
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*
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* raylib [models] example - Skybox loading and drawing
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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2019-05-20 17:36:42 +03:00
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int main(void)
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2017-07-17 01:33:40 +03:00
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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2019-05-20 17:36:42 +03:00
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const int screenWidth = 800;
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const int screenHeight = 450;
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2017-07-17 01:33:40 +03:00
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InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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// Define the camera to look into our 3d world
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2019-05-27 01:18:15 +03:00
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Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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2017-07-17 01:33:40 +03:00
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2019-05-20 17:36:42 +03:00
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// Load skybox model
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2017-07-17 01:33:40 +03:00
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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2017-07-21 10:34:09 +03:00
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Model skybox = LoadModelFromMesh(cube);
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2019-05-20 17:36:42 +03:00
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2017-07-21 10:34:09 +03:00
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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2019-05-18 02:24:00 +03:00
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#if defined(PLATFORM_DESKTOP)
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
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#endif
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2019-03-29 22:22:50 +03:00
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
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2017-07-17 01:33:40 +03:00
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2017-07-21 10:34:09 +03:00
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// Load cubemap shader and setup required shader locations
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2019-05-18 02:24:00 +03:00
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#if defined(PLATFORM_DESKTOP)
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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#endif
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2019-01-10 13:25:26 +03:00
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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2019-05-20 17:36:42 +03:00
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2018-06-21 17:48:20 +03:00
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// Load HDR panorama (sphere) texture
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2018-06-21 01:50:03 +03:00
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Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
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2019-05-20 17:36:42 +03:00
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2018-06-21 17:48:20 +03:00
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
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2019-03-29 22:22:50 +03:00
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skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
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2019-05-20 17:36:42 +03:00
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2018-06-21 17:48:20 +03:00
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UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
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UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
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2019-05-20 17:36:42 +03:00
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2018-06-21 01:50:03 +03:00
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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2017-07-17 01:33:40 +03:00
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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2018-05-04 17:54:05 +03:00
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BeginMode3D(camera);
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2017-07-17 01:33:40 +03:00
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raymath.h: Use C99 inline semantics
RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code
may define if they want to use it as header-only library. If multiple
files in the same project define RAYMATH_HEADER_ONLY, they might each
have duplicate out-of-line definitions of the same functions.
By default, raymath.h exposes inline definitions, which instructs the
compiler _not_ to generate out-of-line definitons, if out-of-line
definitions are required, those of the file defined with
RAYLIB_IMPLEMENTATION are used instead. There may be only one such file.
In C++ mode, the compiler will select only one out-of-line definition
automatically, so no need to define a RAYLIB_IMPLEMENTATION.
Unfortunately, we have to remove raymath function declaration from
raylib.h as those declarations would lead to duplicate out-of-line
definitions which would yield linker errors. This problem didn't
exist with GNU89 or C++, because there multiple defintions are ok,
but in C99 they aren't.
2018-02-22 04:05:00 +03:00
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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2019-05-20 17:36:42 +03:00
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2017-07-17 01:33:40 +03:00
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DrawGrid(10, 1.0f);
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2018-05-04 17:54:05 +03:00
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EndMode3D();
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2017-07-17 01:33:40 +03:00
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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2019-08-26 22:19:04 +03:00
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UnloadShader(skybox.materials[0].shader);
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UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
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UnloadModel(skybox); // Unload skybox model
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2017-07-17 01:33:40 +03:00
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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