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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 complexity rating: [★★☆☆] 2/4
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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) 2017-2025 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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								    // 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
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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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								                                            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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								    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 = 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 to 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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								                        // Load HDR panorama (sphere) texture
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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);    // 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(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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							 | 
							
								            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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							| 
								
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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
							 | 
						
						
						
							| 
								
							 | 
							
								    //------------------------------------------------------------------------------------------
							 | 
						
						
						
							| 
								
							 | 
							
								    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;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |