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