Remove trail spaces
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parent
f92ee46d86
commit
dcf52c132f
61 changed files with 565 additions and 565 deletions
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@ -36,12 +36,12 @@ int main(void)
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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube);
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bool useHDR = false;
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
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@ -49,7 +49,7 @@ int main(void)
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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// Load cubemap shader and setup required shader locations
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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@ -89,7 +89,7 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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// Load new cubemap texture on drag&drop
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if (IsFileDropped())
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{
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@ -105,7 +105,7 @@ int main(void)
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if (useHDR)
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{
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Texture2D panorama = LoadTexture(droppedFiles[0]);
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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UnloadTexture(panorama);
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@ -132,16 +132,16 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// We are inside the cube, we need to disable backface culling!
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rlDisableBackfaceCulling();
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rlDisableDepthMask();
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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rlEnableBackfaceCulling();
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rlEnableDepthMask();
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DrawGrid(10, 1.0f);
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EndMode3D();
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if (useHDR)
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@ -159,7 +159,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadShader(skybox.materials[0].shader);
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UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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UnloadModel(skybox); // Unload skybox model
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CloseWindow(); // Close window and OpenGL context
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