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/*******************************************************************************************
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*
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* raylib [models] example - Skybox loading and drawing
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*
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* Example originally created with raylib 1.8, last time updated with raylib 4.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt()
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
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camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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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 = 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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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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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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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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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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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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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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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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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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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
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UnloadImage(img);
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}
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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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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FilePathList droppedFiles = LoadDroppedFiles();
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if (droppedFiles.count == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga"))
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{
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// Unload current cubemap texture and load new one
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UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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if (useHDR)
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{
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Texture2D panorama = LoadTexture(droppedFiles.paths[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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}
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else
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{
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Image img = LoadImage(droppedFiles.paths[0]);
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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UnloadImage(img);
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}
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TextCopy(skyboxFileName, droppedFiles.paths[0]);
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}
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}
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UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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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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//DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE);
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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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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Generate cubemap texture from HDR texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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{
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TextureCubemap cubemap = { 0 };
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rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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// STEP 1: Setup framebuffer
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//------------------------------------------------------------------------------------------
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unsigned int rbo = rlLoadTextureDepth(size, size, true);
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cubemap.id = rlLoadTextureCubemap(0, size, format);
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unsigned int fbo = rlLoadFramebuffer(size, size);
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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// Check if framebuffer is complete with attachments (valid)
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if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
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//------------------------------------------------------------------------------------------
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// STEP 2: Draw to framebuffer
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//------------------------------------------------------------------------------------------
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// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
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rlEnableShader(shader.id);
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// Define projection matrix and send it to shader
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Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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// Define view matrix for every side of the cubemap
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
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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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// Load and draw a cube, it uses the current enabled texture
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rlClearScreenBuffers();
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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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// STEP 3: Unload framebuffer and reset state
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//------------------------------------------------------------------------------------------
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rlDisableShader(); // Unbind shader
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rlDisableTexture(); // Unbind texture
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rlDisableFramebuffer(); // Unbind framebuffer
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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// Reset viewport dimensions to default
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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rlEnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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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 = format;
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return cubemap;
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}
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