165 lines
7.3 KiB
C
165 lines
7.3 KiB
C
/*******************************************************************************************
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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 3.5 (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) 2017-2020 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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bool useHDR = false;
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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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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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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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube);
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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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#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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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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// Load cubemap shader and setup required shader locations
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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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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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char skyboxFileName[256] = { 0 };
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if (useHDR)
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{
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TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
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// Load HDR panorama (sphere) texture
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Texture2D panorama = panorama = LoadTexture(skyboxFileName);
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
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UnloadImage(img);
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}
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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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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// Load new cubemap texture on drag&drop
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if (IsFileDropped())
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{
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int count = 0;
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char **droppedFiles = GetDroppedFiles(&count);
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if (count == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
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{
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// Unload current cubemap texture and load new one
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UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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if (useHDR)
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{
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Texture2D panorama = LoadTexture(droppedFiles[0]);
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama);
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}
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else
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{
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Image img = LoadImage(droppedFiles[0]);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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UnloadImage(img);
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}
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TextCopy(skyboxFileName, droppedFiles[0]);
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}
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}
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ClearDroppedFiles(); // Clear internal buffers
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}
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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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BeginMode3D(camera);
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// We are inside the cube, we need to disable backface culling!
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rlDisableBackfaceCulling();
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rlDisableDepthMask();
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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rlEnableBackfaceCulling();
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rlEnableDepthMask();
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DrawGrid(10, 1.0f);
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EndMode3D();
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if (useHDR)
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DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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else
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DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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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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UnloadShader(skybox.materials[0].shader);
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UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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UnloadModel(skybox); // Unload skybox model
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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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