add skybox, move assets
This commit is contained in:
parent
e16915428c
commit
0f6ebbc2d4
@ -8,8 +8,8 @@ if(CMAKE_BUILD_TYPE MATCHES DEBUG)
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set(CMAKE_CXX_FLAGS "-Wall ${CMAKE_CXX_FLAGS}")
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endif()
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SET(CMAKE_C_FLAGS_RELEASE "-Ofast -msse4 -DNDEBUG")
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SET(CMAKE_CXX_FLAGS_RELEASE "-Ofast -msse4 -DNDEBUG")
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SET(CMAKE_C_FLAGS_RELEASE "-Ofast -msse4 -msse2 -DNDEBUG")
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SET(CMAKE_CXX_FLAGS_RELEASE "-Ofast -msse4 -msse2 -DNDEBUG")
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if(CMAKE_BUILD_TYPE MATCHES RELEASE)
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set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
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12
assets/shader/skybox.fragment.glsl
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12
assets/shader/skybox.fragment.glsl
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@ -0,0 +1,12 @@
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#version 330
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in vec3 TexCoord0;
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out vec4 color;
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uniform samplerCube tCubemap;
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void main()
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{
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color = texture(tCubemap, TexCoord0);
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}
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14
assets/shader/skybox.vertex.glsl
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14
assets/shader/skybox.vertex.glsl
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@ -0,0 +1,14 @@
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#version 330
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in vec3 vPosition;
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uniform mat4 MVP;
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out vec3 TexCoord0;
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void main()
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{
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vec4 WVP_Pos = MVP * vec4(vPosition, 1.0);
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gl_Position = WVP_Pos.xyww;
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TexCoord0 = vPosition;
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}
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@ -20,7 +20,7 @@ void main(){
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// Light emission properties
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// You probably want to put them as uniforms
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vec3 LightColor = vec3(1,1,1);
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float LightPower = 400.0f;
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float LightPower = 200.0f;
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// Material properties
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vec3 MaterialDiffuseColor = texture( tAlbedo, UV ).rgb;
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BIN
assets/textures/background_back6.jpg
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BIN
assets/textures/background_back6.jpg
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After Width: | Height: | Size: 78 KiB |
BIN
assets/textures/background_bottom4.jpg
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assets/textures/background_bottom4.jpg
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After Width: | Height: | Size: 83 KiB |
BIN
assets/textures/background_front5.jpg
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assets/textures/background_front5.jpg
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After Width: | Height: | Size: 72 KiB |
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assets/textures/background_left2.jpg
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assets/textures/background_left2.jpg
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After Width: | Height: | Size: 71 KiB |
BIN
assets/textures/background_right1.jpg
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assets/textures/background_right1.jpg
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After Width: | Height: | Size: 77 KiB |
BIN
assets/textures/background_top3.jpg
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assets/textures/background_top3.jpg
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After Width: | Height: | Size: 83 KiB |
@ -1,12 +0,0 @@
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#version 330
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in vec3 TexCoord0;
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out vec4 FragColor;
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uniform samplerCube gCubemapTexture;
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void main()
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{
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FragColor = texture(gCubemapTexture, TexCoord0);
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}
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@ -1,14 +0,0 @@
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#version 330
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in vec3 Position;
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uniform mat4 gWVP;
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out vec3 TexCoord0;
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void main()
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{
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vec4 WVP_Pos = gWVP * vec4(Position, 1.0);
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gl_Position = WVP_Pos.xyww;
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TexCoord0 = Position;
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}
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@ -126,8 +126,10 @@ void Application::init() {
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loadShader();
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glMesh.create();
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glMesh.update(vPositionLoc, vNormalLoc, vTexCoordLoc);
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glMesh.update(programId);
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generateAsteroid();
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skybox.Load("background");
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}
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void Application::shutdown() {
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@ -214,7 +216,7 @@ void Application::generateAsteroid() {
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}
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if (meshProgress.begin("Generate Patched", 1)) {
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mesh = polygonizer.mesh.createPatched(0.9);
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mesh = polygonizer.mesh.createPatched(0.8);
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}
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if (meshProgress.begin("Save Patched", 1)) {
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@ -253,10 +255,6 @@ void Application::loadShader() {
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GLCK(
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LightPosition_worldspaceloc = glGetUniformLocation(programId, "LightPosition_worldspace"))
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GLCK(vPositionLoc = glGetAttribLocation(programId, "vPosition"))
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GLCK(vTexCoordLoc = glGetAttribLocation(programId, "vTexCoord"))
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GLCK(vNormalLoc = glGetAttribLocation(programId, "vNormal"))
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GLCK(tAlbedoLoc = glGetAttribLocation(programId, "tAlbedo"))
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GLCK(tNormalLoc = glGetAttribLocation(programId, "tNormal"))
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GLCK(tRoughnessLoc = glGetAttribLocation(programId, "tRoughness"))
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@ -281,9 +279,7 @@ void Application::renderMesh() {
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glMesh.render();
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}
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void Application::prepareShader() {
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glm::mat4 view;
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void Application::updateMatrices() {
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double mouseX, mouseY;
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glfwGetCursorPos(window, &mouseX, &mouseY);
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@ -333,10 +329,12 @@ void Application::prepareShader() {
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lastMouseX = mouseX;
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lastMouseY = mouseY;
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glm::mat4 perspective = glm::perspective(glm::radians(45.0f),
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perspective = glm::perspective(glm::radians(45.0f),
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(float) width / (float) height, 0.1f, 100.0f);
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glm::mat4 mvp = perspective * view * modelTrafo;
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mvp = perspective * view * modelTrafo;
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}
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void Application::prepareShader() {
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GLCK(glUseProgram(programId))
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if (MVPloc >= 0) {
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GLCK(glUniformMatrix4fv(MVPloc, 1, GL_FALSE, glm::value_ptr(mvp)))
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@ -421,7 +419,7 @@ void Application::gui() {
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ImGui::Begin("Rendering");
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if (ImGui::Button("Reload Shader")) {
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loadShader();
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glMesh.update(vPositionLoc, vNormalLoc, vTexCoordLoc);
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glMesh.update(programId);
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}
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if (ImGui::Button("Wireframe"))
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@ -458,9 +456,10 @@ void Application::run() {
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uploadTexture();
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textureUploadRequest = false;
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}
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updateMatrices();
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prepareShader();
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renderMesh();
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skybox.Render(mvp);
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ImGui::Render();
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glfwSwapBuffers(window);
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@ -4,6 +4,7 @@
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#include "Polygoniser.h"
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#include "TextureMapper.h"
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#include "ProgressMonitor.h"
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#include "SkyBox.h"
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#include "gl.h"
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#include <glm/mat4x4.hpp>
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@ -54,6 +55,11 @@ class Application {
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bool meshUploadRequest, textureUploadRequest;
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void toogleFpsMode();
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glm::mat4 perspective, view, mvp;
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SkyBox skybox;
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public:
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Application();
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@ -86,6 +92,7 @@ public:
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void renderMesh();
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void updateMatrices();
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void prepareShader();
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void gui();
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@ -310,7 +310,6 @@ Mesh Mesh::createPatched(float threshold) const {
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}
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mesh.indices.push_back(idx);
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}
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printf("\n");
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}
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return mesh;
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}
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@ -15,7 +15,7 @@ GLuint loadProgram(const string &name) {
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// Read the Vertex Shader code from the file
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string VertexShaderCode;
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string vertex_file_path = "shader/" + name + ".vertex.glsl";
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string vertex_file_path = "assets/shader/" + name + ".vertex.glsl";
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ifstream VertexShaderStream(vertex_file_path, ios::in);
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if (VertexShaderStream.is_open()) {
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string Line = "";
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@ -29,7 +29,7 @@ GLuint loadProgram(const string &name) {
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// Read the Fragment Shader code from the file
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string FragmentShaderCode;
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string fragment_file_path = "shader/" + name + ".fragment.glsl";
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string fragment_file_path = "assets/shader/" + name + ".fragment.glsl";
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ifstream FragmentShaderStream(fragment_file_path, ios::in);
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if (FragmentShaderStream.is_open()) {
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string Line = "";
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@ -3,12 +3,13 @@
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#include <glad/glad.h>
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#include <stb_image.h>
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#include <glm/gtc/type_ptr.hpp>
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using namespace std;
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SkyBox::SkyBox() :
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textureId(GL_INVALID_INDEX), programId(GL_INVALID_INDEX) {
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glGenTextures(1, &textureId);
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textureId(GL_INVALID_INDEX), programId(GL_INVALID_INDEX), textureLoc(-1) {
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}
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SkyBox::~SkyBox() {
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@ -16,25 +17,70 @@ SkyBox::~SkyBox() {
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}
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bool SkyBox::Load(const std::string basename) {
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glGenTextures(1, &textureId);
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float extent = 10;
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mesh.positions.clear();
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mesh.positions.push_back(glm::vec3(-extent, -extent, -extent));
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mesh.positions.push_back(glm::vec3(-extent, -extent, extent));
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mesh.positions.push_back(glm::vec3(extent, -extent, extent));
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mesh.positions.push_back(glm::vec3(extent, -extent, -extent));
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mesh.positions.push_back(glm::vec3(-extent, extent, -extent));
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mesh.positions.push_back(glm::vec3(-extent, extent, extent));
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mesh.positions.push_back(glm::vec3(extent, extent, extent));
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mesh.positions.push_back(glm::vec3(extent, extent, -extent));
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mesh.indices.clear();
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// bottom
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mesh.indices.push_back(glm::uvec3(1, 0, 2));
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mesh.indices.push_back(glm::uvec3(2, 0, 3));
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// back
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mesh.indices.push_back(glm::uvec3(5, 2, 6));
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mesh.indices.push_back(glm::uvec3(1, 2, 5));
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// front
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mesh.indices.push_back(glm::uvec3(3, 4, 7));
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mesh.indices.push_back(glm::uvec3(3, 0, 4));
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// left
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mesh.indices.push_back(glm::uvec3(6, 3, 7));
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mesh.indices.push_back(glm::uvec3(2, 3, 6));
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// right
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mesh.indices.push_back(glm::uvec3(0, 1, 4));
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mesh.indices.push_back(glm::uvec3(4, 1, 5));
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// top
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mesh.indices.push_back(glm::uvec3(5, 6, 4));
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mesh.indices.push_back(glm::uvec3(6, 7, 4));
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureId);
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Load(GL_TEXTURE_CUBE_MAP_POSITIVE_X, basename + "_right1.png");
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Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, basename + "_left2.png");
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Load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, basename + "_top3.png");
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Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, basename + "_bottom4.png");
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Load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, basename + "_front5.png");
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Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, basename + "_back6.png");
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Load(GL_TEXTURE_CUBE_MAP_POSITIVE_X, "assets/textures/" + basename + "_right1.jpg");
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Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, "assets/textures/" + basename + "_left2.jpg");
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Load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, "assets/textures/" + basename + "_top3.jpg");
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Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, "assets/textures/" + basename + "_bottom4.jpg");
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Load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, "assets/textures/" + basename + "_front5.jpg");
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Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, "assets/textures/" + basename + "_back6.jpg");
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programId = loadProgram("skybox");
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GLCK(textureLoc = glGetAttribLocation(programId, "tCubemap"))
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GLCK(MVPloc = glGetUniformLocation(programId, "MVP"))
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glMesh.create();
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glMesh.update(programId);
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glMesh.upload(mesh);
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return true;
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}
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bool SkyBox::Load(GLuint target, const std::string filename) {
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int x, y, comp;
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unsigned char *data = stbi_load(filename.c_str(), &x, &y, &comp, 4);
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printf ("start\n");
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unsigned char *data = stbi_load(filename.c_str(), &x, &y, &comp, 0);
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printf ("end\n");
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glTexImage2D(target, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexImage2D(target, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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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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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
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@ -48,7 +94,7 @@ bool SkyBox::Load(GLuint target, const std::string filename) {
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return true;
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}
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void SkyBox::Render() {
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void SkyBox::Render(glm::mat4 mvp) {
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GLint OldCullFaceMode;
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glGetIntegerv(GL_CULL_FACE_MODE, &OldCullFaceMode);
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GLint OldDepthFuncMode;
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@ -67,13 +113,17 @@ void SkyBox::Render() {
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p.SetPerspectiveProj(m_persProjInfo);
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m_pSkyboxTechnique->SetWVP(p.GetWVPTrans());
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m_pCubemapTex->Bind(GL_TEXTURE0);
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m_pMesh->Render();
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*/
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GLCK(glUseProgram(programId));
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mvp[3] = glm::vec4(0, 0, 0, 1);
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GLCK(glUniformMatrix4fv(MVPloc, 1, GL_FALSE, glm::value_ptr(mvp)))
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GLCK(glUniform1i(textureLoc, 0))
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GLCK(glActiveTexture(GL_TEXTURE0))
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GLCK(glBindTexture(GL_TEXTURE_CUBE_MAP, textureId))
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glMesh.render();
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glCullFace(OldCullFaceMode);
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glDepthFunc(OldDepthFuncMode);
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}
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void SkyBox::Bind(GLenum unit) {
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glActiveTexture(unit);
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureId);
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}
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12
src/SkyBox.h
12
src/SkyBox.h
@ -1,9 +1,13 @@
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#pragma once
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#include <glad/glad.h>
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#include "gl.h"
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#include "Mesh.h"
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#include <glm/mat4x4.hpp>
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#include <string>
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class SkyBox {
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public:
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@ -14,11 +18,13 @@ public:
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bool Load(const std::string basename);
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bool Load(GLuint target, const std::string filename);
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void Bind(GLenum TextureUnit);
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void Render(glm::mat4 mvp);
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void Render();
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private:
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std::string fileNames[6];
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GLuint textureId, programId;
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GLint textureLoc, MVPloc;
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Mesh mesh;
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GLMesh glMesh;
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};
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13
src/gl.h
13
src/gl.h
@ -3,6 +3,7 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "Mesh.h"
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#include "types.h"
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static bool glck(const char* call) {
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@ -93,7 +94,7 @@ public:
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bool bindVertexAttrib(GLuint id, GLint loc, GLuint size) const {
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if (loc < 0) {
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GLCK(glDisableVertexAttribArray(loc))
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return false;
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} else {
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GLCK(glBindBuffer(GL_ARRAY_BUFFER, id))
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GLCK(glEnableVertexAttribArray(loc))
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@ -104,11 +105,17 @@ public:
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0,// stride
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(void* ) 0// array buffer offset
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))
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}
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return true;
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}
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void update(int vPositionLoc, int vNormalLoc, int vTexCoordLoc) const {
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}
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void update(int programId) const {
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int vPositionLoc, vNormalLoc, vTexCoordLoc;
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GLCK(vPositionLoc = glGetAttribLocation(programId, "vPosition"))
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GLCK(vTexCoordLoc = glGetAttribLocation(programId, "vTexCoord"))
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GLCK(vNormalLoc = glGetAttribLocation(programId, "vNormal"))
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GLCK(glBindVertexArray(vertexArrayId))
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bindVertexAttrib(vPositionId, vPositionLoc, 3);
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