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			99 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			4.2 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(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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    // 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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    Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
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    // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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    // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
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    skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
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    UnloadTexture(texHDR);      // Texture not required anymore, cubemap already generated
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    UnloadShader(shdrCubemap);  // Unload cubemap generation shader, not required anymore
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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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        //----------------------------------------------------------------------------------
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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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            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 (and textures)
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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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