REVIEWED: models_skybox example

Now supports dynamic panoramic view, just drag and drop
This commit is contained in:
raysan5 2020-09-19 20:42:19 +02:00
parent 789c5fbdf9
commit 8d41683917
3 changed files with 32 additions and 9 deletions

View file

@ -2,10 +2,10 @@
* *
* raylib [models] example - Skybox loading and drawing * raylib [models] example - Skybox loading and drawing
* *
* This example has been created using raylib 1.8 (www.raylib.com) * This example has been created using raylib 3.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2017 Ramon Santamaria (@raysan5) * Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -46,14 +46,15 @@ int main(void)
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
// Load HDR panorama (sphere) texture // Load HDR panorama (sphere) texture
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); char panoFileName[256] = { 0 };
TextCopy(panoFileName, "resources/dresden_square_2k.hdr");
Texture2D panorama = LoadTexture(panoFileName);
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // 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 // 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); skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024);
UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated UnloadTexture(panorama); // 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 SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
@ -66,6 +67,30 @@ int main(void)
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera UpdateCamera(&camera); // Update camera
// Load new cubemap texture on drag&drop
if (IsFileDropped())
{
int count = 0;
char **droppedFiles = GetDroppedFiles(&count);
if (count == 1) // Only support one file dropped
{
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
{
// Unload current cubemap texture and load new one
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
panorama = LoadTexture(droppedFiles[0]);
TextCopy(panoFileName, droppedFiles[0]);
// Generate cubemap from panorama texture
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 512);
UnloadTexture(panorama);
}
}
ClearDroppedFiles(); // Clear internal buffers
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -75,13 +100,11 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode3D(camera); BeginMode3D(camera);
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
DrawGrid(10, 1.0f); DrawGrid(10, 1.0f);
EndMode3D(); EndMode3D();
DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

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