Merge branch 'Texture' of https://git.wmi.amu.edu.pl/s459315/GRK-2023 into Texture
This commit is contained in:
commit
0794ab0449
11
shaders/skybox.frag
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11
shaders/skybox.frag
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@ -0,0 +1,11 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 texCoords;
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uniform samplerCube skybox;
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void main()
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{
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FragColor = texture(skybox, texCoords);
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}
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17
shaders/skybox.vert
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17
shaders/skybox.vert
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#version 330 core
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layout (location = 0) in vec3 aPos;
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out vec3 texCoords;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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vec4 pos = projection * view * vec4(aPos, 1.0f);
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// Having z equal w will always result in a depth of 1.0f
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gl_Position = vec4(pos.x, pos.y, pos.w, pos.w);
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// We want to flip the z axis due to the different coordinate systems (left hand vs right hand)
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texCoords = vec3(aPos.x, aPos.y, -aPos.z);
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}
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137
src/ex_9_1.hpp
137
src/ex_9_1.hpp
@ -15,12 +15,16 @@
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include <string>
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#include <string>
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#include "SOIL/stb_image_aug.h"
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 900, HEIGHT = 900;
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int WIDTH = 900, HEIGHT = 900;
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unsigned int skyboxVAO, skyboxVBO, skyboxEBO;
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unsigned int cubemapTexture;
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namespace models {
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namespace models {
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Core::RenderContext spaceshipContext;
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Core::RenderContext spaceshipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext sphereContext;
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@ -117,7 +121,40 @@ glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
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float spotlightPhi = 3.14 / 4;
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float spotlightPhi = 3.14 / 4;
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float skyboxVertices[] =
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{
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// Coordinates
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-1.0f, -1.0f, 1.0f,// 7--------6
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1.0f, -1.0f, 1.0f,// /| /|
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1.0f, -1.0f, -1.0f,// 4--------5 |
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-1.0f, -1.0f, -1.0f,// | | | |
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-1.0f, 1.0f, 1.0f,// | 3------|-2
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1.0f, 1.0f, 1.0f,// |/ |/
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1.0f, 1.0f, -1.0f,// 0--------1
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-1.0f, 1.0f, -1.0f
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};
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unsigned int skyboxIndices[] =
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{
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// Right
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1, 2, 6,
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6, 5, 1,
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// Left
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0, 4, 7,
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7, 3, 0,
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// Top
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4, 5, 6,
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6, 7, 4,
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// Bottom
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0, 3, 2,
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2, 1, 0,
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// Back
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0, 1, 5,
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5, 4, 0,
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// Front
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3, 7, 6,
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6, 2, 3
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};
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float lastTime = -1.f;
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float lastTime = -1.f;
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float deltaTime = 0.f;
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float deltaTime = 0.f;
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@ -287,6 +324,9 @@ void renderScene(GLFWwindow* window)
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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Core::DrawContext(sphereContext);
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glUseProgram(programSkybox);
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glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
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glUseProgram(program);
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glUseProgram(program);
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drawObjectPBR(models::floor, glm::mat4(),
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drawObjectPBR(models::floor, glm::mat4(),
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@ -402,6 +442,30 @@ void renderScene(GLFWwindow* window)
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spotlightConeDir = spaceshipDir;
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spotlightConeDir = spaceshipDir;
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else
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else
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spotlightConeDir = -spaceshipDir;
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spotlightConeDir = -spaceshipDir;
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glDepthFunc(GL_LEQUAL);
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glUseProgram(programSkybox);
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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// We make the mat4 into a mat3 and then a mat4 again in order to get rid of the last row and column
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// The last row and column affect the translation of the skybox (which we don't want to affect)
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view = glm::mat4(glm::mat3(glm::lookAt(cameraPos, cameraPos + cameraDir, Up)));
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projection = glm::perspective(glm::radians(45.0f), (float)WIDTH / HEIGHT, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(programSkybox, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(programSkybox, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// Draws the cubemap as the last object so we can save a bit of performance by discarding all fragments
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// where an object is present (a depth of 1.0f will always fail against any object's depth value)
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glBindVertexArray(skyboxVAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// Switch back to the normal depth function
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glDepthFunc(GL_LESS);
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glUseProgram(0);
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glUseProgram(0);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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@ -425,6 +489,73 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
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context.initFromAssimpMesh(scene->mMeshes[0]);
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context.initFromAssimpMesh(scene->mMeshes[0]);
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}
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}
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void initSkybox() {
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glUseProgram(programSkybox);
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//unsigned int skyboxVAO, skyboxVBO, skyboxEBO;
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glGenVertexArrays(1, &skyboxVAO);
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glGenBuffers(1, &skyboxVBO);
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glGenBuffers(1, &skyboxEBO);
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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skyboxEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(skyboxIndices), &skyboxIndices, 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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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std::string facesCubemap[6] =
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{
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"./top.jpg",
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"./top.jpg",
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"./top.jpg",
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"./top.jpg",
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"./top.jpg",
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"./top.jpg"
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};
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//unsigned int cubemapTexture;
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glGenTextures(1, &cubemapTexture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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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_MIN_FILTER, GL_LINEAR);
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// These are very important to prevent seams
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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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for (unsigned int i = 0; i < 6; i++)
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{
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int width, height, nrChannels;
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unsigned char* data = stbi_load(facesCubemap[i].c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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//stbi_set_flip_vertically_on_load(false);
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glTexImage2D
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(
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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0,
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GL_RGB,
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width,
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height,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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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 << "Failed to load texture: " << facesCubemap[i] << std::endl;
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stbi_image_free(data);
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}
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}
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}
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void initDepthMap() {
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void initDepthMap() {
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glGenFramebuffers(1, &depthMapFBO);
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glGenFramebuffers(1, &depthMapFBO);
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@ -449,11 +580,13 @@ void init(GLFWwindow* window)
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{
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{
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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initDepthMap();
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initDepthMap();
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initSkybox();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
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program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag");
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programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag");
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programSkybox = shaderLoader.CreateProgram("shaders/skybox.vert", "shaders/skybox.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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@ -513,9 +646,9 @@ void processInput(GLFWwindow* window)
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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spaceshipPos += spaceshipDir * moveSpeed;
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spaceshipPos += glm::vec3(cameraDir.x, 0.0f, cameraDir.z) * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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spaceshipPos -= spaceshipDir * moveSpeed;
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spaceshipPos -= glm::vec3(cameraDir.x, 0.0f, cameraDir.z) * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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spaceshipPos += spaceshipSide * moveSpeed;
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spaceshipPos += spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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