fix: skybox seams

This commit is contained in:
Szymon Szczubkowski 2024-02-07 15:22:03 +01:00
parent 26d1ded09a
commit 2e26ed7042
8 changed files with 33 additions and 26 deletions

View File

@ -115,5 +115,11 @@
<None Include="shaders\part.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -111,18 +111,20 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint a
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (!glfwJoystickPresent(GLFW_JOYSTICK_1)) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 0.1f * deltaTime * 20;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += cameraSpeed * spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= cameraSpeed * spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(cameraSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-cameraSpeed) * glm::vec4(spaceshipDir, 0));
float cameraSpeed = 0.1f * deltaTime * 20;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += cameraSpeed * spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= cameraSpeed * spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(cameraSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-cameraSpeed) * glm::vec4(spaceshipDir, 0));
}
cameraDir = spaceshipDir;
@ -204,12 +206,22 @@ void drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
}
unsigned int loadCubemap(std::vector<std::string> faces)
unsigned int loadCubemap()
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
std::vector<std::string> faces = {
"textures/skybox/space_rt.png",
"textures/skybox/space_lf.png",
"textures/skybox/space_up.png",
"textures/skybox/space_dn.png",
"textures/skybox/space_bk.png",
"textures/skybox/space_ft.png"
};
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
@ -217,7 +229,7 @@ unsigned int loadCubemap(std::vector<std::string> faces)
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data
);
}
else
@ -245,8 +257,7 @@ void renderScene(GLFWwindow* window) {
float time = glfwGetTime();
updateDeltaTime(time);
//drawSkybox(cubeContext, glm::translate(cameraPos), texture::cube);
drawSkybox(cubeContext, glm::translate(cameraPos), texture::cube);
//desired objects go here
drawObjectSun(sunContext, glm::scale(glm::vec3(0.1f)));
@ -320,17 +331,7 @@ void init(GLFWwindow* window)
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
std::vector<std::string> x = {
"textures/skybox/space_bk.png",
"textures/skybox/space_dn.png",
"textures/skybox/space_ft.png",
"textures/skybox/space_lf.png",
"textures/skybox/space_rt.png",
"textures/skybox/space_up.png"
};
texture::cube = loadCubemap(x);
texture::cube = loadCubemap();
//load textures here

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