added skybox

This commit is contained in:
koziej97 2022-02-05 14:09:38 +01:00
parent 5b2349e37b
commit ad9083330b
21 changed files with 7954 additions and 13 deletions

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@ -1,7 +1,7 @@
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw6.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji. C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw6.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
main.cpp main.cpp
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(72,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(120,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(73,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(121,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(181,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(260,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
grk-cw6.vcxproj -> C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\Debug\Projekt.exe grk-cw6.vcxproj -> C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\Debug\Projekt.exe

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11
cw 6/shaders/skybox.frag Normal file
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@ -0,0 +1,11 @@
#version 330 core
out vec4 FragColor;
in vec3 texCoords;
uniform samplerCube skybox;
void main()
{
FragColor = texture(skybox, texCoords);
}

16
cw 6/shaders/skybox.vert Normal file
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@ -0,0 +1,16 @@
#version 330 core
layout (location = 0) in vec3 aPos;
out vec3 texCoords;
uniform mat4 projection;
uniform mat4 view;
void main()
{
vec4 pos = projection * view * vec4(aPos, 1.0f);
// Having z equal w will always result in a depth of 1.0f
gl_Position = vec4(pos.x, pos.y, pos.w, pos.w);
// We want to flip the z axis due to the different coordinate systems (left hand vs right hand)
texCoords = vec3(aPos.x, aPos.y, -aPos.z);
}

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@ -10,14 +10,21 @@
#include "Render_Utils.h" #include "Render_Utils.h"
#include "Camera.h" #include "Camera.h"
#include "Texture.h" #include "Texture.h"
#include "SOIL/SOIL.h"
float width = 600;
float height = 600;
GLuint programColor; GLuint programColor;
GLuint programTexture; GLuint programTexture;
GLuint programSkybox;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
Core::RenderContext sphereContext; Core::RenderContext fishContext;
Core::RenderContext skyboxContext;
glm::vec3 cameraPos = glm::vec3(0, 0, 5); glm::vec3 cameraPos = glm::vec3(0, 0, 5);
glm::vec3 cameraDir; // Wektor "do przodu" kamery glm::vec3 cameraDir; // Wektor "do przodu" kamery
@ -30,9 +37,9 @@ glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, 1.0f));
glm::quat rotation = glm::quat(1, 0, 0, 0); glm::quat rotation = glm::quat(1, 0, 0, 0);
GLuint textureAsteroid; GLuint textureFish;
glm::vec3 planetLocation[10]; glm::vec3 fishLocation[10];
float mouseXPosition; float mouseXPosition;
float mouseYPosition; float mouseYPosition;
@ -46,6 +53,47 @@ glm::quat rotation_x;
float dy = 0; float dy = 0;
float dx = 0; float dx = 0;
// SKYBOX
unsigned int skyboxVAO, skyboxVBO, skyboxEBO;
unsigned int cubemapTexture;
float skyboxVertices[] =
{
// Coordinates
-1.0f, -1.0f, 1.0f,// 7--------6
1.0f, -1.0f, 1.0f,// /| /|
1.0f, -1.0f, -1.0f,// 4--------5 |
-1.0f, -1.0f, -1.0f,// | | | |
-1.0f, 1.0f, 1.0f,// | 3------|-2
1.0f, 1.0f, 1.0f,// |/ |/
1.0f, 1.0f, -1.0f,// 0--------1
-1.0f, 1.0f, -1.0f
};
unsigned int skyboxIndices[] =
{
// Right
1, 2, 6,
6, 5, 1,
// Left
0, 4, 7,
7, 3, 0,
// Top
4, 5, 6,
6, 7, 4,
// Bottom
0, 3, 2,
2, 1, 0,
// Back
0, 1, 5,
5, 4, 0,
// Front
3, 7, 6,
6, 2, 3
};
void keyboard(unsigned char key, int x, int y) void keyboard(unsigned char key, int x, int y)
{ {
@ -80,7 +128,7 @@ glm::mat4 createCameraMatrix()
dy += delta_y; dy += delta_y;
dx += delta_x; dx += delta_x;
printf("%f", delta_y); //printf("%f", delta_y);
delta_x = 0; delta_x = 0;
delta_y = 0; delta_y = 0;
@ -134,6 +182,36 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
glUseProgram(0); glUseProgram(0);
} }
void drawObjectSkybox(Core::RenderContext context)
{
glUseProgram(programSkybox);
glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
glDepthFunc(GL_LEQUAL);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
// We make the mat4 into a mat3 and then a mat4 again in order to get rid of the last row and column
// The last row and column affect the translation of the skybox (which we don't want to affect)
view = glm::mat4(glm::mat3(glm::lookAt(cameraPos, cameraPos + cameraDir, glm::vec3(0, 1, 0))));
projection = glm::perspective(glm::radians(45.0f), (float)width / height, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// Draws the cubemap as the last object so we can save a bit of performance by discarding all fragments
// where an object is present (a depth of 1.0f will always fail against any object's depth value)
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// Switch back to the normal depth function
glDepthFunc(GL_LESS);
}
void renderScene() void renderScene()
{ {
// Aktualizacja macierzy widoku i rzutowania // Aktualizacja macierzy widoku i rzutowania
@ -149,15 +227,16 @@ void renderScene()
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
{ {
glm::mat4 fishInitialTransformation = glm::translate(planetLocation[i]) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.01f)); glm::mat4 fishInitialTransformation = glm::translate(fishLocation[i]) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.005f));
drawObjectTexture(sphereContext, fishInitialTransformation, textureAsteroid); drawObjectTexture(fishContext, fishInitialTransformation, textureFish);
} }
drawObjectSkybox(skyboxContext);
glutSwapBuffers(); glutSwapBuffers();
} }
void loadModelToContext(std::string path, Core::RenderContext& context) void loadModelToContext(std::string path, Core::RenderContext& context)
{ {
Assimp::Importer import; Assimp::Importer import;
@ -175,22 +254,94 @@ void init()
{ {
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
{ {
planetLocation[i] = glm::ballRand(20.0); fishLocation[i] = glm::ballRand(20.0);
} }
srand(time(0)); srand(time(0));
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag"); programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSkybox = shaderLoader.CreateProgram("shaders/skybox.vert", "shaders/skybox.frag");
loadModelToContext("models/spaceship.obj", shipContext); loadModelToContext("models/spaceship.obj", shipContext);
loadModelToContext("models/TropicalFish01.obj", sphereContext); loadModelToContext("models/TropicalFish01.obj", fishContext);
textureAsteroid = Core::LoadTexture("textures/TropicalFish01.jpg"); textureFish = Core::LoadTexture("textures/TropicalFish01.jpg");
// SKYBOX
// Create VAO, VBO, and EBO for the skybox
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glGenBuffers(1, &skyboxEBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skyboxEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(skyboxIndices), &skyboxIndices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// All the faces of the cubemap (make sure they are in this exact order)
std::string facesCubemap[6] =
{
"textures/skybox/uw_rt.jpg",
"textures/skybox/uw_lf.jpg",
"textures/skybox/uw_up.jpg",
"textures/skybox/uw_dn.jpg",
"textures/skybox/uw_bk.jpg",
"textures/skybox/uw_ft.jpg"
};
// Creates the cubemap texture object
glGenTextures(1, &cubemapTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// These are very important to prevent seams
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// This might help with seams on some systems
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// Cycles through all the textures and attaches them to the cubemap object
for (unsigned int i = 0; i < 6; i++)
{
int width, height, nrChannels;
unsigned char* data = SOIL_load_image(facesCubemap[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
//stbi_set_flip_vertically_on_load(false);
glTexImage2D
(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0,
GL_RGB,
width,
height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
data
);
SOIL_free_image_data(data);
}
else
{
std::cout << "Failed to load texture: " << facesCubemap[i] << std::endl;
SOIL_free_image_data(data);
}
}
} }
void shutdown() void shutdown()
{ {
shaderLoader.DeleteProgram(programColor); shaderLoader.DeleteProgram(programColor);
shaderLoader.DeleteProgram(programTexture); shaderLoader.DeleteProgram(programTexture);
shaderLoader.DeleteProgram(programSkybox);
} }
void idle() void idle()
@ -214,6 +365,7 @@ int main(int argc, char** argv)
glutDisplayFunc(renderScene); glutDisplayFunc(renderScene);
glutIdleFunc(idle); glutIdleFunc(idle);
glutMainLoop(); glutMainLoop();
shutdown(); shutdown();

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7762
dependencies/stb/stb_image.h vendored Normal file

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