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authorRay <[email protected]>2017-07-17 00:33:40 +0200
committerRay <[email protected]>2017-07-17 00:33:40 +0200
commit6546474fa45234ed0a84f62be705d9a9aee43079 (patch)
tree7373f17e2a875a95e1844bca20b28d1a7a052fb9 /examples/models/models_skybox.c
parent025dab990770a0adc65f07399c6a106d59d24e46 (diff)
downloadraylib-6546474fa45234ed0a84f62be705d9a9aee43079.tar.gz
raylib-6546474fa45234ed0a84f62be705d9a9aee43079.zip
Manual integration of material-pbr into develop
Diffstat (limited to 'examples/models/models_skybox.c')
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diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
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+/*******************************************************************************************
+*
+* 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"
+#include "raymath.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 };
+
+ // Load skybox model and shader
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+ Model skybox = LoadModelFromMesh(cube, false);
+ skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
+
+ Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
+ skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512);
+ SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1);
+
+ // Get skybox shader locations
+ skybox.material.shader.locs[LOC_MATRIX_PROJECTION] = GetShaderLocation(skybox.material.shader, "projection");
+ skybox.material.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(skybox.material.shader, "view");
+
+ // Then before rendering, configure the viewport to the actual screen dimensions
+ Matrix proj = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
+ MatrixTranspose(&proj);
+ SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_PROJECTION], proj);
+
+ 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
+
+ Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
+ SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_VIEW], view);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(skybox, VectorZero(), 1.0f, RED);
+
+ DrawGrid(10, 1.0f);
+
+ End3dMode();
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModel(skybox); // Unload skybox model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}