/******************************************************************************************* * * raylib [models] example - Skybox loading and drawing * * Example originally created with raylib 1.8, last time updated with raylib 4.0 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2017-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" #include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt() #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif // Generate cubemap (6 faces) from equirectangular (panorama) texture static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); bool useHDR = true; // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION)); SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT); SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT); SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION)); SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); char skyboxFileName[256] = { 0 }; Texture2D panorama; if (useHDR) { TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr"); // Load HDR panorama (sphere) texture panorama = LoadTexture(skyboxFileName); // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping // NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment, // despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); //UnloadTexture(panorama); // Texture not required anymore, cubemap already generated } else { Image img = LoadImage("resources/skybox.png"); skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA UnloadImage(img); } DisableCursor(); // Limit cursor to relative movement inside the window 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, CAMERA_FIRST_PERSON); // Load new cubemap texture on drag&drop if (IsFileDropped()) { FilePathList droppedFiles = LoadDroppedFiles(); if (droppedFiles.count == 1) // Only support one file dropped { if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga")) { // Unload current cubemap texture and load new one UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture); if (useHDR) { Texture2D panorama = LoadTexture(droppedFiles.paths[0]); // Generate cubemap from panorama texture skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); } else { Image img = LoadImage(droppedFiles.paths[0]); skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); UnloadImage(img); } TextCopy(skyboxFileName, droppedFiles.paths[0]); } } UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // We are inside the cube, we need to disable backface culling! rlDisableBackfaceCulling(); rlDisableDepthMask(); DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); rlEnableBackfaceCulling(); rlEnableDepthMask(); DrawGrid(10, 1.0f); EndMode3D(); //DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE); if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(skybox.materials[0].shader); UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture); UnloadModel(skybox); // Unload skybox model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // Generate cubemap texture from HDR texture static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) { TextureCubemap cubemap = { 0 }; rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); cubemap.id = rlLoadTextureCubemap(0, size, format); unsigned int fbo = rlLoadFramebuffer(size, size); 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, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); 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; }