- /*******************************************************************************************
- *
- * 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;
- }
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