Merge pull request 'skybox' (#2) from skybox into master

Reviewed-on: #2
This commit is contained in:
Mateusz Kantorski 2024-01-15 16:14:55 +01:00
commit 112c322941
22 changed files with 160 additions and 8 deletions

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@ -48,6 +48,8 @@
<None Include="shaders\shader_9_1.vert" /> <None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" /> <None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" /> <None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" />
<None Include="shaders\test.frag" /> <None Include="shaders\test.frag" />
<None Include="shaders\test.vert" /> <None Include="shaders\test.vert" />
</ItemGroup> </ItemGroup>

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@ -130,5 +130,11 @@
<None Include="shaders\test.vert"> <None Include="shaders\test.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_skybox.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -0,0 +1,40 @@
# Blender v2.90.0 OBJ File: ''
# www.blender.org
mtllib cube.mtl
o Cube
v -10.000000 -10.000000 10.000000
v -10.000000 10.000000 10.000000
v -10.000000 -10.000000 -10.000000
v -10.000000 10.000000 -10.000000
v 10.000000 -10.000000 10.000000
v 10.000000 10.000000 10.000000
v 10.000000 -10.000000 -10.000000
v 10.000000 10.000000 -10.000000
vt 0.375000 0.000000
vt 0.625000 0.000000
vt 0.625000 0.250000
vt 0.375000 0.250000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
vt 0.125000 0.500000
vt 0.125000 0.750000
vt 0.875000 0.500000
vt 0.875000 0.750000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
usemtl _PBR
s 1
f 1/1/1 2/2/1 4/3/1 3/4/1
f 3/4/2 4/3/2 8/5/2 7/6/2
f 7/6/3 8/5/3 6/7/3 5/8/3
f 5/8/4 6/7/4 2/9/4 1/10/4
f 3/11/5 7/6/5 5/8/5 1/12/5
f 8/5/6 4/13/6 2/14/6 6/7/6

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@ -0,0 +1,12 @@
#version 430 core
uniform samplerCube skybox;
in vec3 texCoord;
out vec4 out_color;
void main()
{
out_color = texture(skybox,texCoord);
}

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@ -0,0 +1,13 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
uniform mat4 transformation;
out vec3 texCoord;
void main()
{
texCoord = vertexPosition;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

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@ -188,4 +188,17 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z); glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi); glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
Core::DrawContext(context); Core::DrawContext(context);
}
void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
glDisable(GL_DEPTH_TEST);
glUseProgram(program);
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
Core::DrawContext(context);
glEnable(GL_DEPTH_TEST);
} }

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@ -69,6 +69,7 @@ namespace Core
void DrawVertexArray(const VertexData & data); void DrawVertexArray(const VertexData & data);
void DrawContext(RenderContext& context); void DrawContext(RenderContext& context);
void drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program);
glm::mat4 createPerspectiveMatrix(); glm::mat4 createPerspectiveMatrix();
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program); void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);

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@ -28,6 +28,43 @@ GLuint Core::LoadTexture( const char * filepath )
return id; return id;
} }
GLuint Core::LoadCubemap(const std::vector<std::string>& faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height;
unsigned char* data;
for (unsigned int i = 0; i < faces.size(); i++)
{
data = SOIL_load_image(("textures/skybox/" + faces[i]).c_str(), &width, &height, 0, SOIL_LOAD_RGBA);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
SOIL_free_image_data(data);
}
else
{
std::cerr << "Cubemap tex failed to load at path:" << faces[i] << std::endl;
SOIL_free_image_data(data);
glDeleteTextures(1, &textureID);
return 0;
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_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;
}
void Core::SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit) void Core::SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit)
{ {

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@ -2,10 +2,13 @@
#include "glew.h" #include "glew.h"
#include "freeglut.h" #include "freeglut.h"
#include <vector>
#include <string>
namespace Core namespace Core
{ {
GLuint LoadTexture(const char * filepath); GLuint LoadTexture(const char * filepath);
GLuint LoadCubemap(const std::vector<std::string>& faces);
// textureID - identyfikator tekstury otrzymany z funkcji LoadTexture // textureID - identyfikator tekstury otrzymany z funkcji LoadTexture
// shaderVariableName - nazwa zmiennej typu 'sampler2D' w shaderze, z ktora ma zostac powiazana tekstura // shaderVariableName - nazwa zmiennej typu 'sampler2D' w shaderze, z ktora ma zostac powiazana tekstura

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@ -5,10 +5,11 @@
#include <iostream> #include <iostream>
#include <cmath> #include <cmath>
#include <list> #include <list>
#include <vector>
#include "Shader_Loader.h" #include "Shader_Loader.h"
#include "Render_Utils.h" #include "Render_Utils.h"
//#include "Texture.h" #include "texture.h"
#include "Box.cpp" #include "Box.cpp"
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
@ -29,6 +30,10 @@ namespace models {
Core::RenderContext marbleBustContext; Core::RenderContext marbleBustContext;
Core::RenderContext spaceshipContext; Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext cubeContext;
}
namespace texture {
GLuint cubemapTexture;
} }
GLuint depthMapFBO; GLuint depthMapFBO;
@ -38,6 +43,7 @@ GLuint program;
GLuint programSun; GLuint programSun;
GLuint programTest; GLuint programTest;
GLuint programTex; GLuint programTex;
GLuint programCubemap;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
@ -75,7 +81,6 @@ void renderShadowapSun() {
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT); glViewport(0, 0, WIDTH, HEIGHT);
} }
void renderScene(GLFWwindow* window) void renderScene(GLFWwindow* window)
{ {
glClearColor(0.4f, 0.4f, 0.8f, 1.0f); glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
@ -84,6 +89,9 @@ void renderScene(GLFWwindow* window)
updateDeltaTime(time); updateDeltaTime(time);
renderShadowapSun(); renderShadowapSun();
drawSkybox(models::cubeContext, glm::translate(glm::mat4(), spaceship->cameraPos), texture::cubemapTexture, programCubemap);
//space lamp //space lamp
glUseProgram(programSun); glUseProgram(programSun);
@ -165,7 +173,6 @@ void createSuns() {
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9)); suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));*/ suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));*/
} }
void init(GLFWwindow* window) void init(GLFWwindow* window)
{ {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
@ -174,15 +181,33 @@ void init(GLFWwindow* window)
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag"); program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag"); programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
programCubemap = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
//loadModelToContext("./models/sphere.obj", sphereContext);
//loadModelToContext("./models/spaceship.obj", spaceship.context);
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext); loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext); loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/cube.obj", models::cubeContext);
/*std::vector<std::string> cubeFaces = {
"space_rt.png",
"space_lf.png",
"space_up.png",
"space_dn.png",
"space_bk.png",
"space_ft.png"
};*/
std::vector<std::string> cubeFaces = {
"bkg2_right1.png",
"bkg2_left2.png",
"bkg2_top3.png",
"bkg2_bottom4.png",
"bkg2_front5.png",
"bkg2_back6.png"
};
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
createSuns(); createSuns();
} }

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