2
0

models_skybox.c 3.3 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485
  1. /*******************************************************************************************
  2. *
  3. * raylib [models] example - Skybox loading and drawing
  4. *
  5. * This example has been created using raylib 1.8 (www.raylib.com)
  6. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  7. *
  8. * Copyright (c) 2017 Ramon Santamaria (@raysan5)
  9. *
  10. ********************************************************************************************/
  11. #include "raylib.h"
  12. int main()
  13. {
  14. // Initialization
  15. //--------------------------------------------------------------------------------------
  16. int screenWidth = 800;
  17. int screenHeight = 450;
  18. InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
  19. // Define the camera to look into our 3d world
  20. Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
  21. // Load skybox model
  22. Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
  23. Model skybox = LoadModelFromMesh(cube);
  24. // Load skybox shader and set required locations
  25. // NOTE: Some locations are automatically set at shader loading
  26. skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
  27. SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
  28. // Load cubemap shader and setup required shader locations
  29. Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
  30. SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
  31. Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
  32. skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
  33. UnloadShader(shdrCubemap); // Cubemap generation shader not required any more
  34. SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
  35. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  36. //--------------------------------------------------------------------------------------
  37. // Main game loop
  38. while (!WindowShouldClose()) // Detect window close button or ESC key
  39. {
  40. // Update
  41. //----------------------------------------------------------------------------------
  42. UpdateCamera(&camera); // Update camera
  43. //----------------------------------------------------------------------------------
  44. // Draw
  45. //----------------------------------------------------------------------------------
  46. BeginDrawing();
  47. ClearBackground(RAYWHITE);
  48. Begin3dMode(camera);
  49. DrawModel(skybox, Vector3Zero(), 1.0f, WHITE);
  50. DrawGrid(10, 1.0f);
  51. End3dMode();
  52. DrawFPS(10, 10);
  53. EndDrawing();
  54. //----------------------------------------------------------------------------------
  55. }
  56. // De-Initialization
  57. //--------------------------------------------------------------------------------------
  58. UnloadModel(skybox); // Unload skybox model
  59. CloseWindow(); // Close window and OpenGL context
  60. //--------------------------------------------------------------------------------------
  61. return 0;
  62. }