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fraktal/opengl_test35.cpp

595 lines
23 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#define STB_IMAGE_IMPLEMENTATION // dodane do pliku z kursu
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/filesystem.h>
#include <learnopengl/shader_m.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
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<std::string> 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<std::string> 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<std::string> 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;
}