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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"
- 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]){ MAP_CUBEMAP }, 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 }, UNIFORM_INT);
- // Load HDR panorama (sphere) texture
- Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
- // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
- // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
- skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
- UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
- UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
- 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
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
- DrawGrid(10, 1.0f);
- EndMode3D();
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(skybox.materials[0].shader);
- UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
-
- UnloadModel(skybox); // Unload skybox model
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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