Added skybox example
This commit is contained in:
parent
963933dec4
commit
450f0645ed
94
examples/models/models_skybox.c
Normal file
94
examples/models/models_skybox.c
Normal file
|
|
@ -0,0 +1,94 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Skybox loading and drawing
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
|
// Load skybox model and shader
|
||||||
|
#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
|
||||||
|
#define PATH_SKYBOX_FS "resources/shaders/skybox.fs" // Path to skybox vertex shader
|
||||||
|
#define PATH_TEXTURES_HDR "resources/pinetree.hdr"
|
||||||
|
#define LOC_CUSTOM_SKYRESOLUTION 15
|
||||||
|
|
||||||
|
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||||
|
Model skybox = LoadModelFromMesh(cube, false);
|
||||||
|
skybox.material.shader = LoadShader(PATH_SKYBOX_VS, PATH_SKYBOX_FS);
|
||||||
|
|
||||||
|
Texture2D texHDR = LoadTexture(PATH_TEXTURES_HDR);
|
||||||
|
skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512);
|
||||||
|
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1);
|
||||||
|
|
||||||
|
// Get skybox shader locations
|
||||||
|
int skyProjectionLoc = GetShaderLocation(skybox.material.shader, "projection");
|
||||||
|
skybox.material.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(skybox.material.shader, "view");
|
||||||
|
|
||||||
|
// Then before rendering, configure the viewport to the actual screen dimensions
|
||||||
|
Matrix proj = MatrixPerspective(45.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
|
||||||
|
MatrixTranspose(&proj);
|
||||||
|
SetShaderValueMatrix(skybox.material.shader, skyProjectionLoc, proj);
|
||||||
|
|
||||||
|
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
|
||||||
|
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); // Update camera
|
||||||
|
|
||||||
|
Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||||
|
SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_VIEW], view);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawModel(skybox, VectorZero(), 1.0f, RED);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModel(skybox); // Unload skybox model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/models/resources/pinetree.hdr
Normal file
BIN
examples/models/resources/pinetree.hdr
Normal file
Binary file not shown.
38
examples/models/resources/shaders/cubemap.fs
Normal file
38
examples/models/resources/shaders/cubemap.fs
Normal file
|
|
@ -0,0 +1,38 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* rPBR [shader] - Equirectangular to cubemap fragment shader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2017 Victor Fisac
|
||||||
|
*
|
||||||
|
**********************************************************************************************/
|
||||||
|
|
||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
in vec3 fragPos;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D equirectangularMap;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
|
vec2 SampleSphericalMap(vec3 v)
|
||||||
|
{
|
||||||
|
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
|
||||||
|
uv *= vec2(0.1591, 0.3183);
|
||||||
|
uv += 0.5;
|
||||||
|
return uv;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Normalize local position
|
||||||
|
vec2 uv = SampleSphericalMap(normalize(fragPos));
|
||||||
|
|
||||||
|
// Fetch color from texture map
|
||||||
|
vec3 color = texture(equirectangularMap, uv).rgb;
|
||||||
|
|
||||||
|
// Calculate final fragment color
|
||||||
|
finalColor = vec4(color, 1.0);
|
||||||
|
}
|
||||||
28
examples/models/resources/shaders/cubemap.vs
Normal file
28
examples/models/resources/shaders/cubemap.vs
Normal file
|
|
@ -0,0 +1,28 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* rPBR [shader] - Equirectangular to cubemap vertex shader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2017 Victor Fisac
|
||||||
|
*
|
||||||
|
**********************************************************************************************/
|
||||||
|
|
||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
in vec3 vertexPosition;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 projection;
|
||||||
|
uniform mat4 view;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
out vec3 fragPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Calculate fragment position based on model transformations
|
||||||
|
fragPos = vertexPosition;
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = projection*view*vec4(vertexPosition, 1.0);
|
||||||
|
}
|
||||||
31
examples/models/resources/shaders/skybox.fs
Normal file
31
examples/models/resources/shaders/skybox.fs
Normal file
|
|
@ -0,0 +1,31 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* rPBR [shader] - Background skybox fragment shader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2017 Victor Fisac
|
||||||
|
*
|
||||||
|
**********************************************************************************************/
|
||||||
|
|
||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
in vec3 fragPos;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform samplerCube environmentMap;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Fetch color from texture map
|
||||||
|
vec3 color = texture(environmentMap, fragPos).rgb;
|
||||||
|
|
||||||
|
// Apply gamma correction
|
||||||
|
color = color/(color + vec3(1.0));
|
||||||
|
color = pow(color, vec3(1.0/2.2));
|
||||||
|
|
||||||
|
// Calculate final fragment color
|
||||||
|
finalColor = vec4(color, 1.0);
|
||||||
|
}
|
||||||
32
examples/models/resources/shaders/skybox.vs
Normal file
32
examples/models/resources/shaders/skybox.vs
Normal file
|
|
@ -0,0 +1,32 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* rPBR [shader] - Background skybox vertex shader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2017 Victor Fisac
|
||||||
|
*
|
||||||
|
**********************************************************************************************/
|
||||||
|
|
||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
in vec3 vertexPosition;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 projection;
|
||||||
|
uniform mat4 view;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
out vec3 fragPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Calculate fragment position based on model transformations
|
||||||
|
fragPos = vertexPosition;
|
||||||
|
|
||||||
|
// Remove translation from the view matrix
|
||||||
|
mat4 rotView = mat4(mat3(view));
|
||||||
|
vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = clipPos.xyww;
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue
Block a user