Manual integration of material-pbr into develop
This commit is contained in:
parent
025dab9907
commit
6546474fa4
13 changed files with 1595 additions and 546 deletions
89
examples/models/models_skybox.c
Normal file
89
examples/models/models_skybox.c
Normal file
|
@ -0,0 +1,89 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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"
|
||||
#include "raymath.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 = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
// Load skybox model and shader
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
Model skybox = LoadModelFromMesh(cube, false);
|
||||
skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
|
||||
|
||||
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
|
||||
skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512);
|
||||
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1);
|
||||
|
||||
// Get skybox shader locations
|
||||
skybox.material.shader.locs[LOC_MATRIX_PROJECTION] = GetShaderLocation(skybox.material.shader, "projection");
|
||||
skybox.material.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(skybox.material.shader, "view");
|
||||
|
||||
// Then before rendering, configure the viewport to the actual screen dimensions
|
||||
Matrix proj = MatrixPerspective(60.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
|
||||
MatrixTranspose(&proj);
|
||||
SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_PROJECTION], proj);
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital 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
|
||||
|
||||
Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_VIEW], view);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(skybox, VectorZero(), 1.0f, RED);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(skybox); // Unload skybox model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue