asteroidgen/src/SkyBox.cpp

130 lines
3.9 KiB
C++

#include "SkyBox.h"
#include "Shader.h"
#include <glad/glad.h>
#include <stb_image.h>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
SkyBox::SkyBox() :
textureId(GL_INVALID_INDEX), programId(GL_INVALID_INDEX), textureLoc(-1) {
}
SkyBox::~SkyBox() {
glDeleteTextures(1, &textureId);
}
bool SkyBox::Load(const std::string basename) {
glGenTextures(1, &textureId);
float extent = 10;
mesh.positions.clear();
mesh.positions.push_back(glm::vec3(-extent, -extent, -extent));
mesh.positions.push_back(glm::vec3(-extent, -extent, extent));
mesh.positions.push_back(glm::vec3(extent, -extent, extent));
mesh.positions.push_back(glm::vec3(extent, -extent, -extent));
mesh.positions.push_back(glm::vec3(-extent, extent, -extent));
mesh.positions.push_back(glm::vec3(-extent, extent, extent));
mesh.positions.push_back(glm::vec3(extent, extent, extent));
mesh.positions.push_back(glm::vec3(extent, extent, -extent));
mesh.indices.clear();
// bottom
mesh.indices.push_back(glm::uvec3(1, 0, 2));
mesh.indices.push_back(glm::uvec3(2, 0, 3));
// back
mesh.indices.push_back(glm::uvec3(5, 2, 6));
mesh.indices.push_back(glm::uvec3(1, 2, 5));
// front
mesh.indices.push_back(glm::uvec3(3, 4, 7));
mesh.indices.push_back(glm::uvec3(3, 0, 4));
// left
mesh.indices.push_back(glm::uvec3(6, 3, 7));
mesh.indices.push_back(glm::uvec3(2, 3, 6));
// right
mesh.indices.push_back(glm::uvec3(0, 1, 4));
mesh.indices.push_back(glm::uvec3(4, 1, 5));
// top
mesh.indices.push_back(glm::uvec3(5, 6, 4));
mesh.indices.push_back(glm::uvec3(6, 7, 4));
glBindTexture(GL_TEXTURE_CUBE_MAP, textureId);
Load(GL_TEXTURE_CUBE_MAP_POSITIVE_X, "assets/textures/" + basename + "_right1.jpg");
Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, "assets/textures/" + basename + "_left2.jpg");
Load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, "assets/textures/" + basename + "_top3.jpg");
Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, "assets/textures/" + basename + "_bottom4.jpg");
Load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, "assets/textures/" + basename + "_front5.jpg");
Load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, "assets/textures/" + basename + "_back6.jpg");
programId = loadProgram("skybox");
GLCK(textureLoc = glGetAttribLocation(programId, "tCubemap"))
GLCK(MVPloc = glGetUniformLocation(programId, "MVP"))
glMesh.create();
glMesh.update(programId);
glMesh.upload(mesh);
return true;
}
bool SkyBox::Load(GLuint target, const std::string filename) {
int x, y, comp;
printf ("start\n");
unsigned char *data = stbi_load(filename.c_str(), &x, &y, &comp, 0);
printf ("end\n");
glTexImage2D(target, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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);
stbi_image_free(data);
return true;
}
void SkyBox::Render(glm::mat4 mvp) {
GLint OldCullFaceMode;
glGetIntegerv(GL_CULL_FACE_MODE, &OldCullFaceMode);
GLint OldDepthFuncMode;
glGetIntegerv(GL_DEPTH_FUNC, &OldDepthFuncMode);
glCullFace(GL_FRONT);
glDepthFunc(GL_LEQUAL);
/*
Pipeline p;
p.Scale(20.0f, 20.0f, 20.0f);
p.Rotate(0.0f, 0.0f, 0.0f);
p.WorldPos(m_pCamera->GetPos().x, m_pCamera->GetPos().y,
m_pCamera->GetPos().z);
p.SetCamera(m_pCamera->GetPos(), m_pCamera->GetTarget(),
m_pCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pSkyboxTechnique->SetWVP(p.GetWVPTrans());
m_pCubemapTex->Bind(GL_TEXTURE0);
*/
GLCK(glUseProgram(programId));
mvp[3] = glm::vec4(0, 0, 0, 1);
GLCK(glUniformMatrix4fv(MVPloc, 1, GL_FALSE, glm::value_ptr(mvp)))
GLCK(glUniform1i(textureLoc, 0))
GLCK(glActiveTexture(GL_TEXTURE0))
GLCK(glBindTexture(GL_TEXTURE_CUBE_MAP, textureId))
glMesh.render();
glCullFace(OldCullFaceMode);
glDepthFunc(OldDepthFuncMode);
}