/******************************************************************************************* * * 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" #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; // 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 }; Model skybox = { 0 }; Shader shdrCubemap = { 0 }; Texture2D panorama = { 0 }; char panoFileName[256] = { 0 }; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Program Main Entry Point //---------------------------------------------------------------------------------- int main(void) { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); 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]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT); SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, SHADER_UNIFORM_INT); // Load cubemap shader and setup required shader locations #if defined(PLATFORM_DESKTOP) shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); // Load HDR panorama (sphere) texture TextCopy(panoFileName, "resources/dresden_square_2k.hdr"); 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 PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); // Texture not required anymore, cubemap already generated SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 60, 1); #else SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { UpdateDrawFrame(); } #endif // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(skybox); // Unload skybox model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- void UpdateDrawFrame(void) { // 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[MATERIAL_MAP_CUBEMAP].texture); panorama = LoadTexture(droppedFiles[0]); TextCopy(panoFileName, droppedFiles[0]); // Generate cubemap from panorama texture skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_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(); //---------------------------------------------------------------------------------- }