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authorJeffery Myers <[email protected]>2021-02-28 14:31:25 -0800
committerGitHub <[email protected]>2021-02-28 23:31:25 +0100
commit0f10c44578c4500b770589e34cd8404bee4e8cba (patch)
treef0723a0fa62690a487fc05bc7ae58381ea22eabc /examples/models/models_skybox.c
parentb64fe4dfed21c1039be32182a168c61a54057008 (diff)
downloadraylib-0f10c44578c4500b770589e34cd8404bee4e8cba.tar.gz
raylib-0f10c44578c4500b770589e34cd8404bee4e8cba.zip
Fixes gl state after HDR texture functions. (#1621)
Updates skybox demo to show how to do both HDR and non HDR skyboxes Co-authored-by: Jeffery Myers <[email protected]>
Diffstat (limited to 'examples/models/models_skybox.c')
-rw-r--r--examples/models/models_skybox.c71
1 files changed, 52 insertions, 19 deletions
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index f80fbf7a..ad9c46c2 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -10,6 +10,9 @@
********************************************************************************************/
#include "raylib.h"
+#include "rlgl.h"
+
+bool useHDR = false;
int main(void)
{
@@ -35,7 +38,8 @@ int main(void)
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);
+ 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)
@@ -45,18 +49,29 @@ int main(void)
#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);
+ 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);
+ // 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
+ 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
@@ -82,12 +97,22 @@ int main(void)
{
// 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);
+ 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]);
}
}
@@ -102,11 +127,19 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
- DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
+ rlDisableBackfaceCulling();
+ rlDisableDepthMask();
+ DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
+ rlEnableBackfaceCulling();
+ rlEnableDepthMask();
DrawGrid(10, 1.0f);
EndMode3D();
- DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
+ 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();