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	RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code may define if they want to use it as header-only library. If multiple files in the same project define RAYMATH_HEADER_ONLY, they might each have duplicate out-of-line definitions of the same functions. By default, raymath.h exposes inline definitions, which instructs the compiler _not_ to generate out-of-line definitons, if out-of-line definitions are required, those of the file defined with RAYLIB_IMPLEMENTATION are used instead. There may be only one such file. In C++ mode, the compiler will select only one out-of-line definition automatically, so no need to define a RAYLIB_IMPLEMENTATION. Unfortunately, we have to remove raymath function declaration from raylib.h as those declarations would lead to duplicate out-of-line definitions which would yield linker errors. This problem didn't exist with GNU89 or C++, because there multiple defintions are ok, but in C99 they aren't.
		
			
				
	
	
		
			86 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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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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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   
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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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    skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
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    SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
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    // Load cubemap shader and setup required shader locations
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    Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
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    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
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    Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
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    skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
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    UnloadShader(shdrCubemap);  // Cubemap generation shader not required any more
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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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        //----------------------------------------------------------------------------------
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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, (Vector3){0, 0, 0}, 1.0f, WHITE);
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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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