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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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								*   This example has been created using raylib 3.5 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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 = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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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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								    // Load skybox shader and set required locations
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								    // NOTE: Some locations are automatically set at shader loading
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								#if defined(PLATFORM_DESKTOP)
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								    skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
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								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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								    skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
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								#endif
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								    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
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								    SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, UNIFORM_INT);
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								    // Load cubemap shader and setup required shader locations
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								#if defined(PLATFORM_DESKTOP)
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								    Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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								    Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
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								#endif
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								    SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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								    // Load HDR panorama (sphere) texture
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								    char panoFileName[256] = { 0 };
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								    TextCopy(panoFileName, "resources/dresden_square_2k.hdr");
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								    Texture2D panorama = LoadTexture(panoFileName);
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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 UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
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								    skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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								    UnloadTexture(panorama);    // Texture not required anymore, cubemap already generated
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								    SetCameraMode(camera, CAMERA_FIRST_PERSON);  // Set a first person camera mode
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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);              // 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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								            int count = 0;
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								            char **droppedFiles = GetDroppedFiles(&count);
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								            if (count == 1)         // Only support one file dropped
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								            {
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								                if (IsFileExtension(droppedFiles[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[MAP_CUBEMAP].texture);
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								                    panorama = LoadTexture(droppedFiles[0]);
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								                    TextCopy(panoFileName, droppedFiles[0]);
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								                    // Generate cubemap from panorama texture
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								                    skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
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								                    UnloadTexture(panorama);
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								                }
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								            }
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								            ClearDroppedFiles();    // Clear internal buffers
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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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								                DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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								                DrawGrid(10, 1.0f);
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								            EndMode3D();
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								            DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 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[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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