skybox #2
@ -48,6 +48,8 @@
|
||||
<None Include="shaders\shader_9_1.vert" />
|
||||
<None Include="shaders\shader_8_sun.frag" />
|
||||
<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.vert" />
|
||||
</ItemGroup>
|
||||
|
@ -130,5 +130,11 @@
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_skybox.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_skybox.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
12
grk/project/shaders/shader_skybox.frag
Normal file
12
grk/project/shaders/shader_skybox.frag
Normal file
@ -0,0 +1,12 @@
|
||||
#version 430 core
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
in vec3 texCoord;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
out_color = texture(skybox,texCoord);
|
||||
}
|
13
grk/project/shaders/shader_skybox.vert
Normal file
13
grk/project/shaders/shader_skybox.vert
Normal file
@ -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);
|
||||
}
|
@ -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);
|
||||
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
|
||||
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);
|
||||
|
||||
}
|
@ -69,6 +69,7 @@ namespace Core
|
||||
void DrawVertexArray(const VertexData & data);
|
||||
|
||||
void DrawContext(RenderContext& context);
|
||||
void drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program);
|
||||
|
||||
glm::mat4 createPerspectiveMatrix();
|
||||
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
|
||||
|
@ -28,6 +28,43 @@ GLuint Core::LoadTexture( const char * filepath )
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -2,10 +2,13 @@
|
||||
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
namespace Core
|
||||
{
|
||||
GLuint LoadTexture(const char * filepath);
|
||||
GLuint LoadCubemap(const std::vector<std::string>& faces);
|
||||
|
||||
// textureID - identyfikator tekstury otrzymany z funkcji LoadTexture
|
||||
// shaderVariableName - nazwa zmiennej typu 'sampler2D' w shaderze, z ktora ma zostac powiazana tekstura
|
||||
|
@ -5,10 +5,11 @@
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
#include <list>
|
||||
#include <vector>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
//#include "Texture.h"
|
||||
#include "texture.h"
|
||||
|
||||
#include "Box.cpp"
|
||||
#include <assimp/Importer.hpp>
|
||||
@ -29,6 +30,10 @@ namespace models {
|
||||
Core::RenderContext marbleBustContext;
|
||||
Core::RenderContext spaceshipContext;
|
||||
Core::RenderContext sphereContext;
|
||||
Core::RenderContext cubeContext;
|
||||
}
|
||||
namespace texture {
|
||||
GLuint cubemapTexture;
|
||||
}
|
||||
|
||||
GLuint depthMapFBO;
|
||||
@ -38,6 +43,7 @@ GLuint program;
|
||||
GLuint programSun;
|
||||
GLuint programTest;
|
||||
GLuint programTex;
|
||||
GLuint programCubemap;
|
||||
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
@ -75,7 +81,6 @@ void renderShadowapSun() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
}
|
||||
|
||||
void renderScene(GLFWwindow* window)
|
||||
{
|
||||
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
||||
@ -84,6 +89,9 @@ void renderScene(GLFWwindow* window)
|
||||
updateDeltaTime(time);
|
||||
renderShadowapSun();
|
||||
|
||||
drawSkybox(models::cubeContext, glm::translate(glm::mat4(), spaceship->cameraPos), texture::cubemapTexture, programCubemap);
|
||||
|
||||
|
||||
//space lamp
|
||||
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(-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)
|
||||
{
|
||||
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");
|
||||
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
|
||||
//loadModelToContext("./models/sphere.obj", sphereContext);
|
||||
//loadModelToContext("./models/spaceship.obj", spaceship.context);
|
||||
|
||||
|
||||
programCubemap = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
|
||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
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();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user