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