skybox基本实现

实现了skybox类,添加了一个skybox着色器,能正常显示,目前的bug为贴图上下颠倒
This commit is contained in:
胤龙 2022-12-14 19:30:48 +08:00
parent 608b0fb71a
commit 12aac4c2e7
11 changed files with 96 additions and 0 deletions

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@ -114,6 +114,7 @@
<ClCompile Include="renderable.cpp" /> <ClCompile Include="renderable.cpp" />
<ClCompile Include="sceneviewer.cpp" /> <ClCompile Include="sceneviewer.cpp" />
<ClCompile Include="shader.cpp" /> <ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" /> <ClCompile Include="texture.cpp" />
<ClCompile Include="vao.cpp" /> <ClCompile Include="vao.cpp" />
<ClCompile Include="vbo.cpp" /> <ClCompile Include="vbo.cpp" />

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@ -100,6 +100,9 @@
<ClCompile Include="logger.cpp"> <ClCompile Include="logger.cpp">
<Filter>Source Files\Utils</Filter> <Filter>Source Files\Utils</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="skybox.cpp">
<Filter>Source Files\OpenGL Abstractions</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="camera.h"> <ClInclude Include="camera.h">

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@ -11,6 +11,7 @@
#include "shader.h" #include "shader.h"
#include "logger.h" #include "logger.h"
#include "model.h" #include "model.h"
#include "skybox.h"
using std::vector; using std::vector;
@ -65,11 +66,23 @@ void SceneViewer::initializeGL() {
vertexShader.dispose(); vertexShader.dispose();
fragmentShader.dispose(); fragmentShader.dispose();
skyShader.ensureInitialized();
VertexShader vertexShader_sky("./temp/shaders/skyboxShader.vs");
FragmentShader fragmentShader_sky("./temp/shaders/skyboxShader.fs");
skyShader.attachShader(vertexShader_sky);
skyShader.attachShader(fragmentShader_sky);
vertexShader_sky.dispose();
fragmentShader_sky.dispose();
Model* backpackModel = new Model("D:\\ProgrammingFile\\SceneEditor\\Models\\backpack\\backpack.obj"); Model* backpackModel = new Model("D:\\ProgrammingFile\\SceneEditor\\Models\\backpack\\backpack.obj");
Logger::info("Model loaded"); Logger::info("Model loaded");
Renderable backpack(backpackModel); Renderable backpack(backpackModel);
_objects.push_back(backpack); _objects.push_back(backpack);
sky = new skybox("D:/ProgrammingFile/SceneEditor/skybox");
_camera.setPosition(glm::vec3(0.0f, 0.0f, 5.0f)); _camera.setPosition(glm::vec3(0.0f, 0.0f, 5.0f));
} }
@ -93,6 +106,13 @@ void SceneViewer::paintGL() {
} }
_shaderProgram.unbind(); _shaderProgram.unbind();
skyShader.bind();
view = glm::mat4(glm::mat3(view));
skyShader.setUniform("view", view);
skyShader.setUniform("projection", projection);
sky->render();
skyShader.unbind();
} }
void SceneViewer::mousePressEvent(QMouseEvent* event) { void SceneViewer::mousePressEvent(QMouseEvent* event) {

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@ -12,6 +12,7 @@
#include "renderable.h" #include "renderable.h"
#include "vao.h" #include "vao.h"
#include "utils.h" #include "utils.h"
#include "skybox.h"
class SceneViewer : public QOpenGLWidget, protected QOpenGLFunctions class SceneViewer : public QOpenGLWidget, protected QOpenGLFunctions
{ {
@ -23,6 +24,8 @@ private:
std::vector<Renderable> _objects; std::vector<Renderable> _objects;
// Shader program for objects // Shader program for objects
ShaderProgram _shaderProgram = ShaderProgram::empty(); ShaderProgram _shaderProgram = ShaderProgram::empty();
ShaderProgram skyShader = ShaderProgram::empty();
skybox* sky;
// Main camera // Main camera
Camera _camera; Camera _camera;
float _cameraMovementSpeed = 0.02f; float _cameraMovementSpeed = 0.02f;

69
FinalProject/skybox.cpp Normal file
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@ -0,0 +1,69 @@
#include "utils.h"
#include "skybox.h"
#include "shader.h"
#include "camera.h"
#include <STBImage/stb_image.h>
#include <vector>
#include <string>
skybox::skybox(std::string path){
faces.clear();
faces.push_back(path + "/right.jpg");
faces.push_back(path + "/left.jpg");
faces.push_back(path + "/top.jpg");
faces.push_back(path + "/bottom.jpg");
faces.push_back(path + "/front.jpg");
faces.push_back(path + "/back.jpg");
cubemapTexture = loadCubemap(faces);
OPENGL_EXTRA_FUNCTIONS->glGenVertexArrays(1, &skyboxVAO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &skyboxVBO);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(skyboxVAO);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
OPENGL_EXTRA_FUNCTIONS->glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
OPENGL_EXTRA_FUNCTIONS->glEnableVertexAttribArray(0);
OPENGL_EXTRA_FUNCTIONS->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
}
void skybox::render() {
OPENGL_EXTRA_FUNCTIONS->glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
// skybox cube
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(skyboxVAO);
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0);
OPENGL_EXTRA_FUNCTIONS->glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
OPENGL_EXTRA_FUNCTIONS->glDrawArrays(GL_TRIANGLES, 0, 36);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(0);
OPENGL_EXTRA_FUNCTIONS->glDepthFunc(GL_LESS); // set depth function back to default
}
unsigned int skybox::loadCubemap(std::vector<std::string> faces)
{
unsigned int textureID;
OPENGL_FUNCTIONS->glGenTextures(1, &textureID);
OPENGL_FUNCTIONS->glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
OPENGL_FUNCTIONS->glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}

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