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/*******************************************************************************************
*
*   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]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_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 }, SHADER_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 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
    }
    else
    {
        Image img = LoadImage("resources/skybox.png");
        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);    // CUBEMAP_LAYOUT_PANORAMA
        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[MATERIAL_MAP_CUBEMAP].texture);
                    if (useHDR)
                    {
                        Texture2D panorama = LoadTexture(droppedFiles[0]);
                        
                        // Generate cubemap from panorama texture
                        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
                        UnloadTexture(panorama);
                    }
                    else
                    {
                        Image img = LoadImage(droppedFiles[0]);
                        skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
                        UnloadImage(img);
                    }

                    TextCopy(skyboxFileName, droppedFiles[0]);
                }
            }

            ClearDroppedFiles();    // Clear internal buffers
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);
            
                // We are inside the cube, we need to disable backface culling!
                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[MATERIAL_MAP_CUBEMAP].texture);
    
    UnloadModel(skybox);        // Unload skybox model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}