0f10c44578
Updates skybox demo to show how to do both HDR and non HDR skyboxes Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
161 lines
7.0 KiB
C
161 lines
7.0 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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"
|
|
#include "rlgl.h"
|
|
|
|
bool useHDR = false;
|
|
|
|
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, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, UNIFORM_INT);
|
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, 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);
|
|
|
|
char skyboxFileName[256] = { 0 };
|
|
|
|
if (useHDR)
|
|
{
|
|
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
|
|
|
|
// Load HDR panorama (sphere) texture
|
|
Texture2D panorama = panorama = LoadTexture(skyboxFileName);
|
|
|
|
// 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
|
|
}
|
|
else
|
|
{
|
|
Image img = LoadImage("resources/skybox.png");
|
|
skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
|
|
UnloadImage(img);
|
|
}
|
|
|
|
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);
|
|
if (useHDR)
|
|
{
|
|
Texture2D panorama = LoadTexture(droppedFiles[0]);
|
|
|
|
// Generate cubemap from panorama texture
|
|
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
|
|
UnloadTexture(panorama);
|
|
}
|
|
else
|
|
{
|
|
Image img = LoadImage(droppedFiles[0]);
|
|
skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
|
|
UnloadImage(img);
|
|
}
|
|
|
|
TextCopy(skyboxFileName, droppedFiles[0]);
|
|
}
|
|
}
|
|
|
|
ClearDroppedFiles(); // Clear internal buffers
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginMode3D(camera);
|
|
rlDisableBackfaceCulling();
|
|
rlDisableDepthMask();
|
|
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
|
|
rlEnableBackfaceCulling();
|
|
rlEnableDepthMask();
|
|
DrawGrid(10, 1.0f);
|
|
EndMode3D();
|
|
|
|
if (useHDR)
|
|
DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
|
else
|
|
DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 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;
|
|
}
|