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+/*******************************************************************************************
+*
+* raylib [models] example - Skybox loading and drawing
+*
+* Example originally created with raylib 1.8, last time updated with raylib 4.0
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "rlgl.h"
+#include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt()
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+// Generate cubemap (6 faces) from equirectangular (panorama) texture
+static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+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 = { 0 };
+ camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
+ camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load skybox model
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+ Model skybox = LoadModelFromMesh(cube);
+
+ // Set this to true to use an HDR Texture, Note that raylib must be built with HDR Support for this to work SUPPORT_FILEFORMAT_HDR
+ bool useHDR = false;
+
+ // Load skybox shader and set required locations
+ // NOTE: Some locations are automatically set at shader loading
+ skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
+
+ 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
+ Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
+
+ 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 = 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);
+ }
+
+ DisableCursor(); // Limit cursor to relative movement inside the window
+
+ 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, CAMERA_FIRST_PERSON);
+
+ // Load new cubemap texture on drag&drop
+ if (IsFileDropped())
+ {
+ FilePathList droppedFiles = LoadDroppedFiles();
+
+ if (droppedFiles.count == 1) // Only support one file dropped
+ {
+ if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga"))
+ {
+ // Unload current cubemap texture to load new one
+ UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
+
+ if (useHDR)
+ {
+ // Load HDR panorama (sphere) texture
+ Texture2D panorama = LoadTexture(droppedFiles.paths[0]);
+
+ // Generate cubemap from panorama texture
+ 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(droppedFiles.paths[0]);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
+ UnloadImage(img);
+ }
+
+ TextCopy(skyboxFileName, droppedFiles.paths[0]);
+ }
+ }
+
+ UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
+ }
+ //----------------------------------------------------------------------------------
+
+ // 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;
+}
+
+// Generate cubemap texture from HDR texture
+static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
+{
+ TextureCubemap cubemap = { 0 };
+
+ rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
+
+ // STEP 1: Setup framebuffer
+ //------------------------------------------------------------------------------------------
+ unsigned int rbo = rlLoadTextureDepth(size, size, true);
+ cubemap.id = rlLoadTextureCubemap(0, size, format, 1);
+
+ unsigned int fbo = rlLoadFramebuffer();
+ rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
+
+ // Check if framebuffer is complete with attachments (valid)
+ if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
+ //------------------------------------------------------------------------------------------
+
+ // STEP 2: Draw to framebuffer
+ //------------------------------------------------------------------------------------------
+ // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
+ rlEnableShader(shader.id);
+
+ // Define projection matrix and send it to shader
+ Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, rlGetCullDistanceNear(), rlGetCullDistanceFar());
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
+
+ // Define view matrix for every side of the cubemap
+ Matrix fboViews[6] = {
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
+ MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
+ };
+
+ rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
+
+ // Activate and enable texture for drawing to cubemap faces
+ rlActiveTextureSlot(0);
+ rlEnableTexture(panorama.id);
+
+ for (int i = 0; i < 6; i++)
+ {
+ // Set the view matrix for the current cube face
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+
+ // Select the current cubemap face attachment for the fbo
+ // WARNING: This function by default enables->attach->disables fbo!!!
+ rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
+ rlEnableFramebuffer(fbo);
+
+ // Load and draw a cube, it uses the current enabled texture
+ rlClearScreenBuffers();
+ rlLoadDrawCube();
+
+ // ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
+ // for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
+ // TODO: Investigate this issue...
+ //rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
+ //rlClearScreenBuffers();
+ //DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
+ //rlDrawRenderBatchActive();
+ }
+ //------------------------------------------------------------------------------------------
+
+ // STEP 3: Unload framebuffer and reset state
+ //------------------------------------------------------------------------------------------
+ rlDisableShader(); // Unbind shader
+ rlDisableTexture(); // Unbind texture
+ rlDisableFramebuffer(); // Unbind framebuffer
+ rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
+
+ // Reset viewport dimensions to default
+ rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
+ rlEnableBackfaceCulling();
+ //------------------------------------------------------------------------------------------
+
+ cubemap.width = size;
+ cubemap.height = size;
+ cubemap.mipmaps = 1;
+ cubemap.format = format;
+
+ return cubemap;
+}