#include #include #include #define STB_IMAGE_IMPLEMENTATION // dodane do pliku z kursu #include #include #include #include #include #include #include #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void mouse_callback(GLFWwindow* window, double xpos, double ypos); void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); void processInput(GLFWwindow *window); unsigned int loadTexture(const char *path); unsigned int loadCubemap(vector faces); // settings const unsigned int SCR_WIDTH = 800 * 2; const unsigned int SCR_HEIGHT = 600 * 2; // camera Camera camera(glm::vec3(-1.75f, 4.0f, 2.25f), glm::vec3(0.0f, 1.0f, 0.0f), 295.0f, -14.3f); float lastX = (float)SCR_WIDTH / 2.0; float lastY = (float)SCR_HEIGHT / 2.0; bool firstMouse = true; glm::vec3 spaceshipTranslate(0.0f, 3.5f, -40.0f); // timing float deltaTime = 0.0f; float lastFrame = 0.0f; glm::vec3 lightPos(-2.0f, 4.0f, -1.0f); // positions of the point lights glm::vec3 pointLightPositions[] = { glm::vec3(-18.0f, 3.0f, 99999.0f), glm::vec3( 0.8f, -16.6f, -0.6f), glm::vec3( 6.8f, -7.4f, -7.2f), glm::vec3( 0.0f, 0.0f, 0.0f), glm::vec3(-14.0f, 3.0f, 2.0f), }; size_t pointLightPositionsNum = sizeof(pointLightPositions) / sizeof(pointLightPositions[0]); int main(int argc, char** argv) { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); // build and compile shaders // ------------------------- Shader cubeShader("6.2.cubemaps.vert", "6.2.cubemaps.frag"); Shader skyboxShader("6.2.skybox.vert", "6.2.skybox.frag"); Shader lightingShader("6.multiple_lights.vert", "6.multiple_lights.frag"); // build and compile models // ------------------------ Model kniedeModel("../resources/objects/kniede/kniede.obj"); Model spaceshipModel("../resources/objects/spaceship/Intergalactic_Spaceship.obj"); Model barrelModel("../resources/objects/barrel/barrel.obj"); Model cabinetModel("../resources/objects/cabinet/cabinet.obj"); Model chairModel("../resources/objects/chair/chair.obj"); Model commodeModel("../resources/objects/commode/commode.obj"); stbi_set_flip_vertically_on_load(true); Model backpackModel("../resources/objects/backpack/backpack.obj"); stbi_set_flip_vertically_on_load(false); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float cubeVertices[] = { // positions // normals -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f }; float skyboxVertices[] = { // positions -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }; // cube VAO unsigned int cubeVAO, cubeVBO; glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &cubeVBO); glBindVertexArray(cubeVAO); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float))); // skybox VAO unsigned int skyboxVAO, skyboxVBO; glGenVertexArrays(1, &skyboxVAO); glGenBuffers(1, &skyboxVBO); glBindVertexArray(skyboxVAO); glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // load textures // ------------- string dir = "../resources/textures/skybox/park-skyboxes/Park/"; vector faces { dir + "posx.jpg", dir + "negx.jpg", dir + "posy.jpg", dir + "negy.jpg", dir + "posz.jpg", dir + "negz.jpg" }; unsigned int cubemapTexture = loadCubemap(faces); // shader configuration // -------------------- cubeShader.use(); cubeShader.setInt("skybox", 0); skyboxShader.use(); skyboxShader.setInt("skybox", 0); lightingShader.use(); lightingShader.setInt("material.diffuse", 0); lightingShader.setInt("material.specular", 1); // render loop // ----------- float angle = 0; while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; angle += deltaTime; // input // ----- processInput(window); // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // be sure to activate shader when setting uniforms/drawing objects lightingShader.use(); lightingShader.setVec3("viewPos", camera.Position); lightingShader.setFloat("material.shininess", 12.0f); // directional light lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f); lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f); lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f); lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f); // point light 1 lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]); lightingShader.setVec3("pointLights[0].ambient", 8.0f, 8.0f, 5.0f); lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f); lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f); lightingShader.setFloat("pointLights[0].constant", 1.0f); lightingShader.setFloat("pointLights[0].linear", 0.09); lightingShader.setFloat("pointLights[0].quadratic", 0.032); // point light 2 lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]); lightingShader.setVec3("pointLights[1].ambient", 0.1f, 0.3f, 0.0f); lightingShader.setVec3("pointLights[1].diffuse", 0.5f, 5.0f, 0.5f); lightingShader.setVec3("pointLights[1].specular", 0.6f, 0.6f, 0.6f); lightingShader.setFloat("pointLights[1].constant", 0.1f); lightingShader.setFloat("pointLights[1].linear", 0.19); lightingShader.setFloat("pointLights[1].quadratic", 0.032); // point light 3 lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]); lightingShader.setVec3("pointLights[2].ambient", 0.4f, 0.1f, 0.0f); lightingShader.setVec3("pointLights[2].diffuse", 0.5f, 0.5f, 0.0f); lightingShader.setVec3("pointLights[2].specular", 0.2f, 0.2f, 0.0f); lightingShader.setFloat("pointLights[2].constant", 1.0f); lightingShader.setFloat("pointLights[2].linear", 0.19); lightingShader.setFloat("pointLights[2].quadratic", 0.012); // point light 4 // pointLightPositions[3].z = 14.0f + (glm::cos(glfwGetTime() * 3) * 2); lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]); lightingShader.setVec3("pointLights[3].ambient", 1.0f, (pointLightPositions[3].z - 12) / 10, 0.0f); lightingShader.setVec3("pointLights[3].diffuse", 1.0f, 1.0f, 0.0f); lightingShader.setVec3("pointLights[3].specular", 0.5f, 0.5f, 0.0f); lightingShader.setFloat("pointLights[3].constant", 0.3f); lightingShader.setFloat("pointLights[3].linear", 0.09); lightingShader.setFloat("pointLights[3].quadratic", 0.033); // spotLight lightingShader.setVec3("spotLight.position", pointLightPositions[4]); lightingShader.setVec3("spotLight.direction", glm::vec3(0.82f, -0.24f, -0.5f)); lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f); lightingShader.setVec3("spotLight.diffuse", 30.0f, 30.0f, 30.0f); lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f); lightingShader.setFloat("spotLight.constant", 0.5f); lightingShader.setFloat("spotLight.linear", 0.09); lightingShader.setFloat("spotLight.quadratic", 0.032); lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(10.0f))); lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(20.0f + glm::sin(glfwGetTime()) * 8))); // DEFAULTS glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); glm::mat4 model = glm::mat4(1.0f); // --------------------------------------------------------------------------------------------------- // --------------------------------------------------------------- R Y S O W A N I E M O D E L I --- // --------------------------------------------------------------------------------------------------- // wspólne dla modeli oteksturowanych lightingShader.setMat4("projection", projection); lightingShader.setMat4("view", view); // plecak model = glm::translate(glm::mat4(1.0f), glm::vec3(4, 0.5, -4)); model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(0.0f, 1.0f, 0.0f)); model = glm::scale(model, glm::vec3(0.2f)); lightingShader.setMat4("model", model); backpackModel.Draw(lightingShader); // pomnik pointLightPositions[4] = glm::vec3(-12, 10, -15); model = glm::translate(glm::mat4(1.0f), glm::vec3(3, -10, -20)); model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); model = glm::rotate(model, glm::radians((float)glfwGetTime() * 10), glm::vec3(0.0f, 0.0f, 1.0f)); lightingShader.setMat4("model", model); kniedeModel.Draw(lightingShader); // beczka model = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, -5)); model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); lightingShader.setMat4("model", model); barrelModel.Draw(lightingShader); // światła nad meblami pointLightPositions[1] = glm::vec3(5 + (glm::cos((float)glfwGetTime() * 2)) * 8, 1, +5); pointLightPositions[2] = glm::vec3(1 + (glm::sin((float)glfwGetTime() * 2)) * 4, 5, -5); // krzesło model = glm::translate(glm::mat4(1.0f), glm::vec3(1, 0, -5)); lightingShader.setMat4("model", model); chairModel.Draw(lightingShader); // komoda model = glm::translate(glm::mat4(1.0f), glm::vec3(2, 0, -5)); lightingShader.setMat4("model", model); commodeModel.Draw(lightingShader); // szafa model = glm::translate(glm::mat4(1.0f), glm::vec3(3.5, 0, -5)); lightingShader.setMat4("model", model); cabinetModel.Draw(lightingShader); // statek kosmiczny pointLightPositions[3] = spaceshipTranslate + glm::vec3(3.5f, 0.0f, -7.0f); model = glm::translate(model, spaceshipTranslate); model = glm::scale(model, glm::vec3(0.4f)); lightingShader.setMat4("model", model); spaceshipModel.Draw(lightingShader); // kostka z odbiciem model = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0, 1, 0)); model = glm::translate(model, glm::vec3(5, 0, 0)); model = glm::rotate(model, -angle, glm::vec3(0, 1, 0)); model = glm::translate(model, glm::vec3(0, -5, 0)); model = glm::translate(model, lightPos); cubeShader.use(); cubeShader.setMat4("projection", projection); cubeShader.setMat4("view", view); cubeShader.setMat4("model", model); glBindVertexArray(cubeVAO); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture); glDrawArrays(GL_TRIANGLES, 0, 36); // światła (kostki) for (unsigned int i = 0; i < pointLightPositionsNum; i++) { model = glm::translate(glm::mat4(1.0f), pointLightPositions[i]); model = glm::scale(model, glm::vec3(0.2f)); cubeShader.setMat4("model", model); glDrawArrays(GL_TRIANGLES, 0, 36); } // skybox view = glm::mat4(glm::mat3(camera.GetViewMatrix())); skyboxShader.use(); skyboxShader.setMat4("view", view); skyboxShader.setMat4("projection", projection); glBindVertexArray(skyboxVAO); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture); glDepthFunc(GL_LEQUAL); glDrawArrays(GL_TRIANGLES, 0, 36); glDepthFunc(GL_LESS); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &skyboxVAO); glDeleteBuffers(1, &cubeVBO); glDeleteBuffers(1, &skyboxVAO); glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.ProcessKeyboard(FORWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.ProcessKeyboard(BACKWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.ProcessKeyboard(LEFT, deltaTime); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.ProcessKeyboard(RIGHT, deltaTime); if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) spaceshipTranslate.x += 0.1f; if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) spaceshipTranslate.x -= 0.1f; if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) spaceshipTranslate.y -= 0.1f; if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) spaceshipTranslate.y += 0.1f; if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) spaceshipTranslate.z += 0.1f; if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) spaceshipTranslate.z -= 0.1f; if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) std::cout << camera.Position.x << ", " << camera.Position.y << ", " << camera.Position.z << " - " << camera.Yaw << ", " << camera.Pitch << std::endl; if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) spaceshipTranslate = glm::vec3(1.0f); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } // glfw: whenever the mouse moves, this callback is called // ------------------------------------------------------- void mouse_callback(GLFWwindow* window, double xpos, double ypos) { if (firstMouse) { lastX = xpos; lastY = ypos; firstMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top lastX = xpos; lastY = ypos; camera.ProcessMouseMovement(xoffset, yoffset); } // glfw: whenever the mouse scroll wheel scrolls, this callback is called // ---------------------------------------------------------------------- void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { camera.ProcessMouseScroll(yoffset); } // utility function for loading a 2D texture from file // --------------------------------------------------- unsigned int loadTexture(char const * path) { unsigned int textureID; glGenTextures(1, &textureID); int width, height, nrComponents; unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0); if (data) { GLenum format; if (nrComponents == 1) format = GL_RED; else if (nrComponents == 3) format = GL_RGB; else if (nrComponents == 4) format = GL_RGBA; glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); stbi_image_free(data); } else { std::cout << "Texture failed to load at path: " << path << std::endl; stbi_image_free(data); } return textureID; } // loads a cubemap texture from 6 individual texture faces // order: // +X (right) // -X (left) // +Y (top) // -Y (bottom) // +Z (front) // -Z (back) // ------------------------------------------------------- unsigned int loadCubemap(vector faces) { unsigned int textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); int width, height, nrComponents; for (unsigned int i = 0; i < faces.size(); i++) { unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrComponents, 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 texture 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; }