/******************************************************************************************* * * 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() [ # Initialization #-------------------------------------------------------------------------------------- int screenWidth = 800 int screenHeight = 450 InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing") # Define the camera to look into our 3d world Camera camera = [[ 1.0, 1.0, 1.0 ], [ 0.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ] # Load skybox model Mesh cube = GenMeshCube(1.0, 1.0, 1.0) Model skybox = LoadModelFromMesh(cube) # Load skybox shader and set required locations # NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs") SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1])[ MAP_CUBEMAP ], 1) # Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs") SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1])[ 0 ], 1) # 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.material.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], 1.0, WHITE) DrawGrid(10, 1.0) EndMode3D() DrawFPS(10, 10) EndDrawing() #---------------------------------------------------------------------------------- ] # De-Initialization #-------------------------------------------------------------------------------------- UnloadModel(skybox) # Unload skybox model (and textures) CloseWindow() # Close window and OpenGL context #-------------------------------------------------------------------------------------- return 0 ]