/******************************************************************************************* * * raylib [models] example - Skybox loading and drawing * * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2017 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512); UnloadShader(shdrCubemap); // Cubemap generation shader not required any more SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(skybox); // Unload skybox model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }