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Diffstat (limited to 'deps/raylib/examples/models/models_skybox.c')
-rw-r--r-- | deps/raylib/examples/models/models_skybox.c | 271 |
1 files changed, 271 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/models_skybox.c b/deps/raylib/examples/models/models_skybox.c new file mode 100644 index 0000000..4689acd --- /dev/null +++ b/deps/raylib/examples/models/models_skybox.c @@ -0,0 +1,271 @@ +/******************************************************************************************* +* +* 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; +} |