/******************************************************************************************* * * raylib [models] example - Skybox loading and drawing * * This example has been created using raylib 3.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2017-2020 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const 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 }, { 4.0f, 1.0f, 4.0f }, { 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 #if defined(PLATFORM_DESKTOP) skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs"); #endif SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT); SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, UNIFORM_INT); // Load cubemap shader and setup required shader locations #if defined(PLATFORM_DESKTOP) Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); // Load HDR panorama (sphere) texture char panoFileName[256] = { 0 }; TextCopy(panoFileName, "resources/dresden_square_2k.hdr"); Texture2D panorama = LoadTexture(panoFileName); // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping // NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment, // despite texture can be successfully created.. so using UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32 skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); // Texture not required anymore, cubemap already generated SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person 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 // Load new cubemap texture on drag&drop if (IsFileDropped()) { int count = 0; char **droppedFiles = GetDroppedFiles(&count); if (count == 1) // Only support one file dropped { if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga")) { // Unload current cubemap texture and load new one UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture); panorama = LoadTexture(droppedFiles[0]); TextCopy(panoFileName, droppedFiles[0]); // Generate cubemap from panorama texture skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); } } ClearDroppedFiles(); // Clear internal buffers } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(skybox.materials[0].shader); UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture); UnloadModel(skybox); // Unload skybox model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }