Added skybox example
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examples/models/models_skybox.c
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examples/models/models_skybox.c
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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 1.8 (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 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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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 }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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// Load skybox model and shader
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
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#define PATH_SKYBOX_FS "resources/shaders/skybox.fs" // Path to skybox vertex shader
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#define PATH_TEXTURES_HDR "resources/pinetree.hdr"
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#define LOC_CUSTOM_SKYRESOLUTION 15
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube, false);
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skybox.material.shader = LoadShader(PATH_SKYBOX_VS, PATH_SKYBOX_FS);
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Texture2D texHDR = LoadTexture(PATH_TEXTURES_HDR);
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skybox.material.maps[TEXMAP_CUBEMAP].tex = rlGenMapCubemap(texHDR, 512);
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SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ TEXMAP_CUBEMAP }, 1);
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// Get skybox shader locations
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int skyProjectionLoc = GetShaderLocation(skybox.material.shader, "projection");
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skybox.material.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(skybox.material.shader, "view");
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// Then before rendering, configure the viewport to the actual screen dimensions
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Matrix proj = MatrixPerspective(45.0, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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MatrixTranspose(&proj);
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SetShaderValueMatrix(skybox.material.shader, skyProjectionLoc, proj);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital 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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Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
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SetShaderValueMatrix(skybox.material.shader, skybox.material.shader.locs[LOC_MATRIX_VIEW], view);
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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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Begin3dMode(camera);
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DrawModel(skybox, VectorZero(), 1.0f, RED);
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DrawGrid(10, 1.0f);
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End3dMode();
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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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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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BIN
examples/models/resources/pinetree.hdr
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BIN
examples/models/resources/pinetree.hdr
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Binary file not shown.
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examples/models/resources/shaders/cubemap.fs
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examples/models/resources/shaders/cubemap.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPos;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPos));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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examples/models/resources/shaders/cubemap.vs
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examples/models/resources/shaders/cubemap.vs
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/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap vertex shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 projection;
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uniform mat4 view;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPos;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPos = vertexPosition;
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// Calculate final vertex position
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gl_Position = projection*view*vec4(vertexPosition, 1.0);
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}
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31
examples/models/resources/shaders/skybox.fs
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examples/models/resources/shaders/skybox.fs
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/*******************************************************************************************
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*
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* rPBR [shader] - Background skybox fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPos;
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// Input uniform values
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uniform samplerCube environmentMap;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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// Fetch color from texture map
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vec3 color = texture(environmentMap, fragPos).rgb;
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// Apply gamma correction
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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32
examples/models/resources/shaders/skybox.vs
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examples/models/resources/shaders/skybox.vs
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/*******************************************************************************************
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*
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* rPBR [shader] - Background skybox vertex shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 projection;
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uniform mat4 view;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPos;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPos = vertexPosition;
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// Remove translation from the view matrix
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mat4 rotView = mat4(mat3(view));
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vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
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// Calculate final vertex position
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gl_Position = clipPos.xyww;
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}
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