Projekt_Grafika/src/Skybox.cpp

113 lines
3.2 KiB
C++

#include "Skybox.h"
#include <vector>
#include <iostream>
#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
static GLuint skyboxVAO, skyboxVBO;
float skyboxVertices[] = {
// positions
-10.0f, 10.0f, -10.0f,
-10.0f, -10.0f, -10.0f,
10.0f, -10.0f, -10.0f,
10.0f, -10.0f, -10.0f,
10.0f, 10.0f, -10.0f,
-10.0f, 10.0f, -10.0f,
-10.0f, -10.0f, 10.0f,
-10.0f, -10.0f, -10.0f,
-10.0f, 10.0f, -10.0f,
-10.0f, 10.0f, -10.0f,
-10.0f, 10.0f, 10.0f,
-10.0f, -10.0f, 10.0f,
10.0f, -10.0f, -10.0f,
10.0f, -10.0f, 10.0f,
10.0f, 10.0f, 10.0f,
10.0f, 10.0f, 10.0f,
10.0f, 10.0f, -10.0f,
10.0f, -10.0f, -10.0f,
-10.0f, -10.0f, 10.0f,
-10.0f, 10.0f, 10.0f,
10.0f, 10.0f, 10.0f,
10.0f, 10.0f, 10.0f,
10.0f, -10.0f, 10.0f,
-10.0f, -10.0f, 10.0f,
-10.0f, 10.0f, -10.0f,
10.0f, 10.0f, -10.0f,
10.0f, 10.0f, 10.0f,
10.0f, 10.0f, 10.0f,
-10.0f, 10.0f, 10.0f,
-10.0f, 10.0f, -10.0f,
-10.0f, -10.0f, -10.0f,
-10.0f, -10.0f, 10.0f,
10.0f, -10.0f, -10.0f,
10.0f, -10.0f, -10.0f,
-10.0f, -10.0f, 10.0f,
10.0f, -10.0f, 10.0f
};
unsigned int Skybox::loadCubemap(std::vector<std::string> faces)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char* data = stbi_load(faces[i].c_str(), &width , &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width , height , 0, GL_RGB, GL_UNSIGNED_BYTE, data
);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap tex failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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);
return textureID;
}
void Skybox::drawSkybox(GLuint program, glm::mat4 cameraMatrix, glm::mat4 perspectiveMatrix, GLuint texture)
{
glUseProgram(program);
glDepthFunc(GL_LEQUAL);
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glm::mat4 view = glm::mat4(glm::mat3(cameraMatrix));
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (float*)&perspectiveMatrix);
glUniformMatrix4fv(glGetUniformLocation(program, "view"), 1, GL_FALSE, (float*)&view);
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &skyboxVBO);
glDeleteVertexArrays(1, &skyboxVAO);
glDepthFunc(GL_LESS);
glUseProgram(0);
}