|
|
|
|
@@ -1,356 +1,312 @@
|
|
|
|
|
// Std. Includes
|
|
|
|
|
#include <string>
|
|
|
|
|
#include <algorithm>
|
|
|
|
|
using namespace std;
|
|
|
|
|
|
|
|
|
|
// GLEW
|
|
|
|
|
#define GLEW_STATIC
|
|
|
|
|
#include <GL/glew.h>
|
|
|
|
|
|
|
|
|
|
// GLFW
|
|
|
|
|
#include <glad/glad.h>
|
|
|
|
|
#include <GLFW/glfw3.h>
|
|
|
|
|
#include <stb_image.h>
|
|
|
|
|
|
|
|
|
|
// GL includes
|
|
|
|
|
#include <learnopengl/shader.h>
|
|
|
|
|
#include <learnopengl/camera.h>
|
|
|
|
|
|
|
|
|
|
// GLM Mathemtics
|
|
|
|
|
#include <glm/glm.hpp>
|
|
|
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
|
|
|
|
|
|
// Other Libs
|
|
|
|
|
#include <SOIL.h>
|
|
|
|
|
#include <learnopengl/filesystem.h>
|
|
|
|
|
#include <learnopengl/shader_m.h>
|
|
|
|
|
#include <learnopengl/camera.h>
|
|
|
|
|
#include <learnopengl/model.h>
|
|
|
|
|
|
|
|
|
|
// Properties
|
|
|
|
|
GLuint screenWidth = 800, screenHeight = 600;
|
|
|
|
|
#include <iostream>
|
|
|
|
|
|
|
|
|
|
// Function prototypes
|
|
|
|
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
|
|
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
|
|
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
|
|
|
|
void Do_Movement();
|
|
|
|
|
GLuint loadTexture(GLchar const * path);
|
|
|
|
|
GLuint loadCubemap(std::vector<std::string> faces);
|
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
|
|
|
|
void processInput(GLFWwindow *window);
|
|
|
|
|
unsigned int loadTexture(const char *path);
|
|
|
|
|
unsigned int loadCubemap(vector<std::string> faces);
|
|
|
|
|
|
|
|
|
|
// Camera
|
|
|
|
|
// settings
|
|
|
|
|
const unsigned int SCR_WIDTH = 1280;
|
|
|
|
|
const unsigned int SCR_HEIGHT = 720;
|
|
|
|
|
|
|
|
|
|
// camera
|
|
|
|
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
|
|
|
|
bool keys[1024];
|
|
|
|
|
GLfloat lastX = 400, lastY = 300;
|
|
|
|
|
float lastX = (float)SCR_WIDTH / 2.0;
|
|
|
|
|
float lastY = (float)SCR_HEIGHT / 2.0;
|
|
|
|
|
bool firstMouse = true;
|
|
|
|
|
|
|
|
|
|
GLfloat deltaTime = 0.0f;
|
|
|
|
|
GLfloat lastFrame = 0.0f;
|
|
|
|
|
// timing
|
|
|
|
|
float deltaTime = 0.0f;
|
|
|
|
|
float lastFrame = 0.0f;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// The MAIN function, from here we start our application and run our Game loop
|
|
|
|
|
int main()
|
|
|
|
|
{
|
|
|
|
|
// Init GLFW
|
|
|
|
|
// glfw: initialize and configure
|
|
|
|
|
// ------------------------------
|
|
|
|
|
glfwInit();
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
|
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
|
|
|
|
|
|
|
|
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
|
|
|
|
// glfw window creation
|
|
|
|
|
// --------------------
|
|
|
|
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
|
|
|
|
|
// Set the required callback functions
|
|
|
|
|
glfwSetKeyCallback(window, key_callback);
|
|
|
|
|
if (window == NULL)
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Failed to create GLFW window" << std::endl;
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
|
|
|
|
glfwSetCursorPosCallback(window, mouse_callback);
|
|
|
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
|
|
|
|
|
|
|
|
// Options
|
|
|
|
|
// tell GLFW to capture our mouse
|
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
|
|
|
|
|
|
// Initialize GLEW to setup the OpenGL Function pointers
|
|
|
|
|
glewExperimental = GL_TRUE;
|
|
|
|
|
glewInit();
|
|
|
|
|
// glad: load all OpenGL function pointers
|
|
|
|
|
// ---------------------------------------
|
|
|
|
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Define the viewport dimensions
|
|
|
|
|
glViewport(0, 0, screenWidth, screenHeight);
|
|
|
|
|
|
|
|
|
|
// Setup some OpenGL options
|
|
|
|
|
// configure global opengl state
|
|
|
|
|
// -----------------------------
|
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
|
|
|
|
|
|
// Setup and compile our shaders
|
|
|
|
|
Shader shader("cubemaps.vs", "cubemaps.frag");
|
|
|
|
|
Shader skyboxShader("skybox.vs", "skybox.frag");
|
|
|
|
|
// build and compile shaders
|
|
|
|
|
// -------------------------
|
|
|
|
|
Shader shader("6.1.cubemaps.vs", "6.1.cubemaps.fs");
|
|
|
|
|
Shader skyboxShader("6.1.skybox.vs", "6.1.skybox.fs");
|
|
|
|
|
|
|
|
|
|
#pragma region "object_initialization"
|
|
|
|
|
// Set the object data (buffers, vertex attributes)
|
|
|
|
|
GLfloat cubeVertices[] = {
|
|
|
|
|
// Positions // Normals
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
|
|
|
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
|
|
|
|
// ------------------------------------------------------------------
|
|
|
|
|
float cubeVertices[] = {
|
|
|
|
|
// positions // texture Coords
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
|
|
|
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
|
|
|
|
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
|
|
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
|
|
|
|
};
|
|
|
|
|
GLfloat skyboxVertices[] = {
|
|
|
|
|
// Positions
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
float skyboxVertices[] = {
|
|
|
|
|
// positions
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, 1.0f, -1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, 1.0f,
|
|
|
|
|
-1.0f, 1.0f, -1.0f,
|
|
|
|
|
|
|
|
|
|
-1.0f, -1.0f, -1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
1.0f, -1.0f, -1.0f,
|
|
|
|
|
-1.0f, -1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, 1.0f
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Setup cube VAO
|
|
|
|
|
GLuint cubeVAO, cubeVBO;
|
|
|
|
|
// cube VAO
|
|
|
|
|
unsigned int cubeVAO, cubeVBO;
|
|
|
|
|
glGenVertexArrays(1, &cubeVAO);
|
|
|
|
|
glGenBuffers(1, &cubeVBO);
|
|
|
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
// Setup skybox VAO
|
|
|
|
|
GLuint skyboxVAO, skyboxVBO;
|
|
|
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
|
|
|
// skybox VAO
|
|
|
|
|
unsigned int skyboxVAO, skyboxVBO;
|
|
|
|
|
glGenVertexArrays(1, &skyboxVAO);
|
|
|
|
|
glGenBuffers(1, &skyboxVBO);
|
|
|
|
|
glBindVertexArray(skyboxVAO);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
|
|
|
|
|
|
|
|
|
#pragma endregion
|
|
|
|
|
// load textures
|
|
|
|
|
// -------------
|
|
|
|
|
unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
|
|
|
|
|
|
|
|
|
|
// Cubemap (Skybox)
|
|
|
|
|
std::vector<std::string> faces;
|
|
|
|
|
faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg"));
|
|
|
|
|
faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg"));
|
|
|
|
|
faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg"));
|
|
|
|
|
faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg"));
|
|
|
|
|
faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg"));
|
|
|
|
|
faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg"));
|
|
|
|
|
GLuint skyboxTexture = loadCubemap(faces);
|
|
|
|
|
vector<std::string> faces
|
|
|
|
|
{
|
|
|
|
|
FileSystem::getPath("resources/textures/skybox/right.jpg"),
|
|
|
|
|
FileSystem::getPath("resources/textures/skybox/left.jpg"),
|
|
|
|
|
FileSystem::getPath("resources/textures/skybox/top.jpg"),
|
|
|
|
|
FileSystem::getPath("resources/textures/skybox/bottom.jpg"),
|
|
|
|
|
FileSystem::getPath("resources/textures/skybox/back.jpg"),
|
|
|
|
|
FileSystem::getPath("resources/textures/skybox/front.jpg")
|
|
|
|
|
};
|
|
|
|
|
unsigned int cubemapTexture = loadCubemap(faces);
|
|
|
|
|
|
|
|
|
|
// Draw as wireframe
|
|
|
|
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
|
// shader configuration
|
|
|
|
|
// --------------------
|
|
|
|
|
shader.use();
|
|
|
|
|
shader.setInt("texture1", 0);
|
|
|
|
|
|
|
|
|
|
// Game loop
|
|
|
|
|
skyboxShader.use();
|
|
|
|
|
skyboxShader.setInt("skybox", 0);
|
|
|
|
|
|
|
|
|
|
// render loop
|
|
|
|
|
// -----------
|
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
|
|
|
{
|
|
|
|
|
// Set frame time
|
|
|
|
|
GLfloat currentFrame = glfwGetTime();
|
|
|
|
|
// per-frame time logic
|
|
|
|
|
// --------------------
|
|
|
|
|
float currentFrame = glfwGetTime();
|
|
|
|
|
deltaTime = currentFrame - lastFrame;
|
|
|
|
|
lastFrame = currentFrame;
|
|
|
|
|
|
|
|
|
|
// Check and call events
|
|
|
|
|
glfwPollEvents();
|
|
|
|
|
Do_Movement();
|
|
|
|
|
// input
|
|
|
|
|
// -----
|
|
|
|
|
processInput(window);
|
|
|
|
|
|
|
|
|
|
// Clear buffers
|
|
|
|
|
// render
|
|
|
|
|
// ------
|
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Draw scene as normal
|
|
|
|
|
shader.Use();
|
|
|
|
|
// draw scene as normal
|
|
|
|
|
shader.use();
|
|
|
|
|
glm::mat4 model;
|
|
|
|
|
glm::mat4 view = camera.GetViewMatrix();
|
|
|
|
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
|
|
|
|
glUniform3f(glGetUniformLocation(shader.Program, "cameraPos"), camera.Position.x, camera.Position.y, camera.Position.z);
|
|
|
|
|
// Cubes
|
|
|
|
|
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
|
|
|
shader.setMat4("model", model);
|
|
|
|
|
shader.setMat4("view", view);
|
|
|
|
|
shader.setMat4("projection", projection);
|
|
|
|
|
// cubes
|
|
|
|
|
glBindVertexArray(cubeVAO);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, cubeTexture);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
|
|
// Draw skybox as last
|
|
|
|
|
glDepthFunc(GL_LEQUAL); // Change depth function so depth test passes when values are equal to depth buffer's content
|
|
|
|
|
skyboxShader.Use();
|
|
|
|
|
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // Remove any translation component of the view matrix
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(skyboxShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
|
|
|
|
glUniformMatrix4fv(glGetUniformLocation(skyboxShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
|
|
|
|
// draw skybox as last
|
|
|
|
|
glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
|
|
|
|
|
skyboxShader.use();
|
|
|
|
|
view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // remove translation from the view matrix
|
|
|
|
|
skyboxShader.setMat4("view", view);
|
|
|
|
|
skyboxShader.setMat4("projection", projection);
|
|
|
|
|
// skybox cube
|
|
|
|
|
glBindVertexArray(skyboxVAO);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTexture);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glDepthFunc(GL_LESS); // Set depth function back to default
|
|
|
|
|
glDepthFunc(GL_LESS); // set depth function back to default
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Swap the buffers
|
|
|
|
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
|
|
|
|
// -------------------------------------------------------------------------------
|
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
|
glfwPollEvents();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// optional: de-allocate all resources once they've outlived their purpose:
|
|
|
|
|
// ------------------------------------------------------------------------
|
|
|
|
|
glDeleteVertexArrays(1, &cubeVAO);
|
|
|
|
|
glDeleteVertexArrays(1, &skyboxVAO);
|
|
|
|
|
glDeleteBuffers(1, &cubeVBO);
|
|
|
|
|
glDeleteBuffers(1, &skyboxVAO);
|
|
|
|
|
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Loads a cubemap texture from 6 individual texture faces
|
|
|
|
|
// Order should be:
|
|
|
|
|
// +X (right)
|
|
|
|
|
// -X (left)
|
|
|
|
|
// +Y (top)
|
|
|
|
|
// -Y (bottom)
|
|
|
|
|
// +Z (front)? (CHECK THIS)
|
|
|
|
|
// -Z (back)?
|
|
|
|
|
GLuint loadCubemap(std::vector<std::string> faces)
|
|
|
|
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
|
|
|
|
// ---------------------------------------------------------------------------------------------------------
|
|
|
|
|
void processInput(GLFWwindow *window)
|
|
|
|
|
{
|
|
|
|
|
GLuint textureID;
|
|
|
|
|
glGenTextures(1, &textureID);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
|
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
|
|
|
|
|
|
int width, height;
|
|
|
|
|
unsigned char* image;
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
|
|
|
|
for (GLuint i = 0; i < faces.size(); i++)
|
|
|
|
|
{
|
|
|
|
|
image = SOIL_load_image(faces[i].c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
|
|
|
}
|
|
|
|
|
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);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
|
|
|
|
|
|
|
|
return textureID;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// This function loads a texture from file. Note: texture loading functions like these are usually
|
|
|
|
|
// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
|
|
|
|
|
// For learning purposes we'll just define it as a utility function.
|
|
|
|
|
GLuint loadTexture(GLchar const * path)
|
|
|
|
|
{
|
|
|
|
|
//Generate texture ID and load texture data
|
|
|
|
|
GLuint textureID;
|
|
|
|
|
glGenTextures(1, &textureID);
|
|
|
|
|
int width, height;
|
|
|
|
|
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
|
|
|
|
|
// Assign texture to ID
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
// Parameters
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
SOIL_free_image_data(image);
|
|
|
|
|
return textureID;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#pragma region "User input"
|
|
|
|
|
|
|
|
|
|
// Moves/alters the camera positions based on user input
|
|
|
|
|
void Do_Movement()
|
|
|
|
|
{
|
|
|
|
|
// Camera controls
|
|
|
|
|
if (keys[GLFW_KEY_W])
|
|
|
|
|
float cameraSpeed = 2.5 * deltaTime;
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
|
|
|
if (keys[GLFW_KEY_S])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
|
|
|
if (keys[GLFW_KEY_A])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
|
|
|
if (keys[GLFW_KEY_D])
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
|
|
|
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Is called whenever a key is pressed/released via GLFW
|
|
|
|
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
|
|
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
|
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
|
|
|
|
{
|
|
|
|
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
|
|
|
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
|
|
|
|
|
|
|
|
if (action == GLFW_PRESS)
|
|
|
|
|
keys[key] = true;
|
|
|
|
|
else if (action == GLFW_RELEASE)
|
|
|
|
|
keys[key] = false;
|
|
|
|
|
// make sure the viewport matches the new window dimensions; note that width and
|
|
|
|
|
// height will be significantly larger than specified on retina displays.
|
|
|
|
|
glViewport(0, 0, width, height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// glfw: whenever the mouse moves, this callback is called
|
|
|
|
|
// -------------------------------------------------------
|
|
|
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
|
|
|
{
|
|
|
|
|
if (firstMouse)
|
|
|
|
|
@@ -360,8 +316,8 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
|
|
|
firstMouse = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GLfloat xoffset = xpos - lastX;
|
|
|
|
|
GLfloat yoffset = lastY - ypos;
|
|
|
|
|
float xoffset = xpos - lastX;
|
|
|
|
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
|
|
|
|
|
|
|
|
|
lastX = xpos;
|
|
|
|
|
lastY = ypos;
|
|
|
|
|
@@ -369,9 +325,87 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
|
|
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
|
|
|
|
// ----------------------------------------------------------------------
|
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
|
|
|
{
|
|
|
|
|
camera.ProcessMouseScroll(yoffset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#pragma endregion
|
|
|
|
|
// utility function for loading a 2D texture from file
|
|
|
|
|
// ---------------------------------------------------
|
|
|
|
|
unsigned int loadTexture(char const * path)
|
|
|
|
|
{
|
|
|
|
|
unsigned int textureID;
|
|
|
|
|
glGenTextures(1, &textureID);
|
|
|
|
|
|
|
|
|
|
int width, height, nrComponents;
|
|
|
|
|
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
|
|
|
|
if (data)
|
|
|
|
|
{
|
|
|
|
|
GLenum format;
|
|
|
|
|
if (nrComponents == 1)
|
|
|
|
|
format = GL_RED;
|
|
|
|
|
else if (nrComponents == 3)
|
|
|
|
|
format = GL_RGB;
|
|
|
|
|
else if (nrComponents == 4)
|
|
|
|
|
format = GL_RGBA;
|
|
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
|
|
stbi_image_free(data);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Texture failed to load at path: " << path << std::endl;
|
|
|
|
|
stbi_image_free(data);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return textureID;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// loads a cubemap texture from 6 individual texture faces
|
|
|
|
|
// order:
|
|
|
|
|
// +X (right)
|
|
|
|
|
// -X (left)
|
|
|
|
|
// +Y (top)
|
|
|
|
|
// -Y (bottom)
|
|
|
|
|
// +Z (front)
|
|
|
|
|
// -Z (back)
|
|
|
|
|
// -------------------------------------------------------
|
|
|
|
|
unsigned int loadCubemap(vector<std::string> faces)
|
|
|
|
|
{
|
|
|
|
|
unsigned int textureID;
|
|
|
|
|
glGenTextures(1, &textureID);
|
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
|
|
|
|
|
|
|
|
|
int width, height, nrComponents;
|
|
|
|
|
for (unsigned int i = 0; i < faces.size(); i++)
|
|
|
|
|
{
|
|
|
|
|
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrComponents, 0);
|
|
|
|
|
if (data)
|
|
|
|
|
{
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_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);
|
|
|
|
|
|
|
|
|
|
return textureID;
|
|
|
|
|
}
|