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@@ -37,7 +37,7 @@ int main(void)
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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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- bool useHDR = false;
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+ bool useHDR = true;
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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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@@ -55,13 +55,15 @@ int main(void)
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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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+
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+ Texture2D panorama;
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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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+ 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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@@ -69,7 +71,7 @@ int main(void)
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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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+ //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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@@ -143,11 +145,11 @@ int main(void)
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DrawGrid(10, 1.0f);
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EndMode3D();
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+
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+ //DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE);
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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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+ if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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+ else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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DrawFPS(10, 10);
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@@ -208,18 +210,32 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
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};
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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+
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+ // Activate and enable texture for drawing to cubemap faces
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+ rlActiveTextureSlot(0);
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+ rlEnableTexture(panorama.id);
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for (int i = 0; i < 6; i++)
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{
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+ // Set the view matrix for the current cube face
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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+
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+ // Select the current cubemap face attachment for the fbo
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+ // WARNING: This function by default enables->attach->disables fbo!!!
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
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-
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rlEnableFramebuffer(fbo);
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- rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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+ // Load and draw a cube, it uses the current enabled texture
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rlClearScreenBuffers();
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- DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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- rlDrawRenderBatchActive();
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+ rlLoadDrawCube();
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+
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+ // ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
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+ // for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
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+ // TODO: Investigate this issue...
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+ //rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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+ //rlClearScreenBuffers();
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+ //DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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+ //rlDrawRenderBatchActive();
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}
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//------------------------------------------------------------------------------------------
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@@ -238,7 +254,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
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cubemap.width = size;
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cubemap.height = size;
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cubemap.mipmaps = 1;
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- cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
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+ cubemap.format = format;
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return cubemap;
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}
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