69 lines
2.9 KiB
C++

#include <STBImage/stb_image.h>
#include <vector>
#include <string>
#include "skybox.h"
#include "shader.h"
#include "camera.h"
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);
stbi_set_flip_vertically_on_load(false);
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;
}