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@ -37,7 +37,7 @@ int main(void) |
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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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bool useHDR = true; |
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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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@ -55,13 +55,15 @@ int main(void) |
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); |
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char skyboxFileName[256] = { 0 }; |
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Texture2D panorama; |
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if (useHDR) |
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{ |
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TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr"); |
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// Load HDR panorama (sphere) texture |
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Texture2D panorama = panorama = LoadTexture(skyboxFileName); |
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panorama = LoadTexture(skyboxFileName); |
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture |
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping |
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@ -69,7 +71,7 @@ int main(void) |
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 |
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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); // Texture not required anymore, cubemap already generated |
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o">//UnloadTexture(panorama); // Texture not required anymore, cubemap already generated |
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} |
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else |
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{ |
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@ -143,11 +145,11 @@ int main(void) |
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DrawGrid(10, 1.0f); |
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EndMode3D(); |
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//DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE); |
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if (useHDR) |
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DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); |
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else |
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DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); |
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if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); |
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else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); |
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DrawFPS(10, 10); |
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@ -208,18 +210,32 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s |
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}; |
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions |
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// Activate and enable texture for drawing to cubemap faces |
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rlActiveTextureSlot(0); |
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rlEnableTexture(panorama.id); |
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for (int i = 0; i < 6; i++) |
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{ |
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// Set the view matrix for the current cube face |
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); |
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// Select the current cubemap face attachment for the fbo |
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// WARNING: This function by default enables->attach->disables fbo!!! |
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0); |
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rlEnableFramebuffer(fbo); |
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rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system! |
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// Load and draw a cube, it uses the current enabled texture |
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rlClearScreenBuffers(); |
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DrawCubeV(Vector3Zero(), Vector3One(), WHITE); |
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rlDrawRenderBatchActive(); |
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rlLoadDrawCube(); |
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// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube |
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// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out? |
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// TODO: Investigate this issue... |
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//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system! |
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//rlClearScreenBuffers(); |
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//DrawCubeV(Vector3Zero(), Vector3One(), WHITE); |
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//rlDrawRenderBatchActive(); |
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} |
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//------------------------------------------------------------------------------------------ |
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@ -238,7 +254,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s |
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cubemap.width = size; |
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cubemap.height = size; |
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cubemap.mipmaps = 1; |
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cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32; |
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cubemap.format = format; |
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return cubemap; |
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} |