Nove repo opengl-learning
This commit is contained in:
44
lessons/4. Advanced OpenGL/6. Cubemaps/CMakeLists.txt
Normal file
44
lessons/4. Advanced OpenGL/6. Cubemaps/CMakeLists.txt
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@@ -0,0 +1,44 @@
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cmake_minimum_required(VERSION 3.13.4)
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project("main")
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add_subdirectory("src")
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target_include_directories("${PROJECT_NAME}"
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PUBLIC "${CMAKE_SOURCE_DIR}/../../../include"
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)
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target_link_directories("${PROJECT_NAME}"
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PRIVATE "${CMAKE_SOURCE_DIR}/../../../lib"
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)
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target_link_libraries("${PROJECT_NAME}"
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camera
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shader
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framebuffer
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glml
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)
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if (MSVC)
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set(AssimpLibs
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debug Debug/assimp-vc142-mtd optimized Release/assimp-vc142-mt
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debug Debug/IrrXMLd optimized Release/IrrXML
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debug Debug/zlibstaticd optimized Release/zlibstatic)
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set (glfw3Lib debug Debug/glfw3d optimized Release/glfw3)
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target_link_libraries("${PROJECT_NAME}"
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opengl32
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${AssimpLibs}
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${glfw3Lib}
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)
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elseif (UNIX)
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target_link_libraries("${PROJECT_NAME}"
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glfw3
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dl
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m
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Xi
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pthread
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Xrandr
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X11
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GL
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GLU
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assimp
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)
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endif()
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37
lessons/4. Advanced OpenGL/6. Cubemaps/Makefile
Normal file
37
lessons/4. Advanced OpenGL/6. Cubemaps/Makefile
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@@ -0,0 +1,37 @@
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NAME := main
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CXX=g++
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DEBUG :=
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CXX_FLAGS := $(DEBUG) -std=c++14
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LIBS := -lGL -lGLU -lglfw3 -lX11 -lXxf86vm -lXrandr -pthread -lXi -ldl -lm -lassimp
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INCLUDE := ../../../include/
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BIN := bin
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SRC := src
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INPUT = src/main.cpp ../../../glad.c
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all: $(BIN)/$(NAME)
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run:
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cd $(BIN) && ./$(NAME)
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$(BIN)/$(NAME): $(SRC)/main.o $(SRC)/glad.o $(SRC)/Shader.o $(SRC)/stb_image.o $(SRC)/Camera.o $(SRC)/Framebuffer.o $(SRC)/Mesh.o $(SRC)/Model.o
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) $^ -o $@ $(LIBS)
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.cpp.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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.c.o:
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/glad.o: ../../../glad.c
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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$(SRC)/stb_image.o: ../../../stb_image.cpp
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$(CXX) $(CXX_FLAGS) -I$(INCLUDE) -c $< -o $@
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# dependencies
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$(SRC)/main.o: $(SRC)/main.cpp
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$(SRC)/Shader.o: $(SRC)/Shader.cpp
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clean:
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rm -rf $(SRC)/*.o
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touch $(SRC)/*
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3
lessons/4. Advanced OpenGL/6. Cubemaps/build.sh
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3
lessons/4. Advanced OpenGL/6. Cubemaps/build.sh
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@@ -0,0 +1,3 @@
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#!/bin/bash
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cmake --build build
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3
lessons/4. Advanced OpenGL/6. Cubemaps/configure.sh
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3
lessons/4. Advanced OpenGL/6. Cubemaps/configure.sh
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@@ -0,0 +1,3 @@
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#!/bin/bash
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cmake -S . -B build
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5
lessons/4. Advanced OpenGL/6. Cubemaps/run.sh
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5
lessons/4. Advanced OpenGL/6. Cubemaps/run.sh
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@@ -0,0 +1,5 @@
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#!/bin/bash
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cd build/src/
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exec ./main
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#cd ../../
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28
lessons/4. Advanced OpenGL/6. Cubemaps/src/CMakeLists.txt
Normal file
28
lessons/4. Advanced OpenGL/6. Cubemaps/src/CMakeLists.txt
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@@ -0,0 +1,28 @@
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add_library(camera Camera.cpp Camera.h)
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add_library(shader Shader.cpp Shader.h)
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add_library(glml Model.cpp Model.h Mesh.cpp Mesh.h)
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add_library(framebuffer Framebuffer.cpp Framebuffer.h)
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set(REPO_ROOT "${CMAKE_SOURCE_DIR}/../../..")
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set(PROJECT_DIR "${CMAKE_SOURCE_DIR}")
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set(SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
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include_directories(
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"${CMAKE_CURRENT_BINARY_DIR}"
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"${REPO_ROOT}/include"
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)
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configure_file(config.h.in config.h @ONLY)
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add_executable(${PROJECT_NAME}
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main.cpp
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"${REPO_ROOT}/glad.c"
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"${REPO_ROOT}/stb_image.cpp"
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"${REPO_ROOT}/stb_image_write.cpp"
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shaders/quadShader.vert
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shaders/quadShader.frag
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shaders/shader.vert
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shaders/shader.frag
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shaders/skyboxShader.frag
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shaders/skyboxShader.vert
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)
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83
lessons/4. Advanced OpenGL/6. Cubemaps/src/Camera.cpp
Normal file
83
lessons/4. Advanced OpenGL/6. Cubemaps/src/Camera.cpp
Normal file
@@ -0,0 +1,83 @@
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#include "Camera.h"
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#include <glm/gtc/matrix_transform.hpp>
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Camera::Camera(glm::vec3 position, glm::vec3 worldUp, glm::vec3 worldFront, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(2.5f), MouseSensitivity(0.1f), FOV(45.0f), Mode(CAM_FLOAT)
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{
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this->Position = position;
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this->WorldUp = worldUp;
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this->Yaw = yaw;
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this->Pitch = pitch;
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this->WorldFront = worldFront;
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this->WorldRight = glm::normalize(glm::cross(this->WorldFront, this->WorldUp));
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updateCameraVectors();
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}
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void Camera::updateCameraVectors()
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{
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glm::vec3 front;
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front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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front.y = sin(glm::radians(Pitch));
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front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
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Front = glm::normalize(front);
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Right = glm::normalize(glm::cross(Front, WorldUp));
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Up = glm::normalize(glm::cross(Right, Front));
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}
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glm::mat4 Camera::getViewMatrix()
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{
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return glm::lookAt(Position, Position + Front, WorldUp);
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}
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void Camera::ProccessKeyboard(camera_movement direction, float deltaTime)
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{
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switch (direction)
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{
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case CAM_FORWARD:
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Position += deltaTime * MovementSpeed * Front;
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break;
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case CAM_BACKWARD:
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Position -= deltaTime * MovementSpeed * Front;
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break;
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case CAM_LEFT:
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Position -= deltaTime * MovementSpeed * Right;
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break;
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case CAM_RIGHT:
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Position += deltaTime * MovementSpeed * Right;
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break;
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case CAM_UP:
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Position += deltaTime * MovementSpeed * WorldUp;
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break;
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case CAM_DOWN:
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Position -= deltaTime * MovementSpeed * WorldUp;
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break;
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}
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}
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void Camera::ProccessMouse(float xoffset, float yoffset, bool constrainPitch)
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{
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xoffset *= MouseSensitivity;
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yoffset *= MouseSensitivity;
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Yaw = fmodf(Yaw + xoffset, 360.0f);
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Pitch += yoffset;
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if (constrainPitch)
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{
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if (Pitch > 89.0f)
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Pitch = 89.0f;
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else if (Pitch < -89.0f)
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Pitch = -89.0f;
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}
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updateCameraVectors();
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}
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void Camera::ProccessScroll(float yoffset)
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{
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FOV -= yoffset;
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if (FOV < 1.0f)
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FOV = 1.0f;
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else if (FOV > 45.0f)
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FOV = 45.0f;
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}
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void Camera::SetCameraMode(camera_mode mode)
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{
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Mode = mode;
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}
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54
lessons/4. Advanced OpenGL/6. Cubemaps/src/Camera.h
Normal file
54
lessons/4. Advanced OpenGL/6. Cubemaps/src/Camera.h
Normal file
@@ -0,0 +1,54 @@
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||||
#pragma once
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#include <glm/glm.hpp>
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enum camera_movement {
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CAM_FORWARD,
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CAM_BACKWARD,
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CAM_LEFT,
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CAM_RIGHT,
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CAM_UP,
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CAM_DOWN
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||||
};
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||||
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enum camera_mode {
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CAM_FLOAT,
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CAM_MINECRAFT
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||||
};
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||||
|
||||
class Camera
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||||
{
|
||||
public:
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||||
float FOV;
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||||
float MovementSpeed;
|
||||
float MouseSensitivity;
|
||||
float Yaw; // vlevo vpravo
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||||
float Pitch; // nahoru dolu
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|
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camera_mode Mode;
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||||
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 Up;
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||||
glm::vec3 WorldUp;
|
||||
glm::vec3 WorldRight;
|
||||
glm::vec3 WorldFront;
|
||||
|
||||
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3 worldUp = glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
glm::vec3 worldFront = glm::vec3(0.0f, 0.0f, -1.0),
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float yaw = -90.0f, float pitch = 0);
|
||||
|
||||
glm::mat4 getViewMatrix();
|
||||
void ProccessKeyboard(camera_movement direction, float deltaTime);
|
||||
void ProccessMouse(float xoffset, float yoffset, bool constrainPitch = true);
|
||||
void ProccessScroll(float yoffset);
|
||||
void SetCameraMode(camera_mode mode);
|
||||
|
||||
private:
|
||||
float lastY;
|
||||
float lastX;
|
||||
|
||||
void updateCameraVectors();
|
||||
};
|
||||
|
||||
139
lessons/4. Advanced OpenGL/6. Cubemaps/src/Framebuffer.cpp
Normal file
139
lessons/4. Advanced OpenGL/6. Cubemaps/src/Framebuffer.cpp
Normal file
@@ -0,0 +1,139 @@
|
||||
#include "Framebuffer.h"
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||||
#include <glad/glad.h>
|
||||
#include <iostream>
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||||
#include <vector>
|
||||
|
||||
Framebuffer::Framebuffer(const int& width, const int& height)
|
||||
{
|
||||
glGenFramebuffers(1, &ID);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
glGenTextures(1, &ColorBuffer);
|
||||
glBindTexture(GL_TEXTURE_2D, ColorBuffer);
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||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColorBuffer, 0);
|
||||
|
||||
glGenRenderbuffers(1, &DepthStencilBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
|
||||
if (checkStatus() != 0)
|
||||
{
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glDeleteTextures(1, &ColorBuffer);
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
std::cerr << "FRAMEBUFFER::ERROR Could not create framebuffer object." << std::endl;
|
||||
return;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
}
|
||||
Framebuffer::~Framebuffer()
|
||||
{
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glDeleteTextures(1, &ColorBuffer);
|
||||
glDeleteFramebuffers(1, &ID);
|
||||
}
|
||||
int Framebuffer::checkStatus()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE:
|
||||
return 0;
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr, "Framebuffer.h: [ERROR] code: %#04x\n", (int)status);
|
||||
return -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* updates width and height of buffers */
|
||||
void Framebuffer::UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ColorBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glDeleteRenderbuffers(1, &DepthStencilBuffer);
|
||||
glGenRenderbuffers(1, &DepthStencilBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, newWidth, newHeight);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, DepthStencilBuffer);
|
||||
}
|
||||
/* sets opengl to use this framebuffer */
|
||||
void Framebuffer::Use()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
}
|
||||
/* sets opengl to use default buffer */
|
||||
void Framebuffer::UseDefault()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
void Framebuffer::clearBuffers(float r, float g, float b, float a)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClearColor(r, g, b, a);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearColorBuffer(float r, float g, float b, float a)
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClearColor(r, g, b, a);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearDepthBuffer()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearStencilBuffer()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
void Framebuffer::clearDepthStencilBuffer()
|
||||
{
|
||||
if (!checkBind())
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, ID);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
}
|
||||
unsigned int Framebuffer::getWidth()
|
||||
{
|
||||
return width;
|
||||
}
|
||||
unsigned int Framebuffer::getHeight()
|
||||
{
|
||||
return height;
|
||||
}
|
||||
bool Framebuffer::checkBind()
|
||||
{
|
||||
int id = 0;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id);
|
||||
if (id == ID)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
36
lessons/4. Advanced OpenGL/6. Cubemaps/src/Framebuffer.h
Normal file
36
lessons/4. Advanced OpenGL/6. Cubemaps/src/Framebuffer.h
Normal file
@@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
class Framebuffer
|
||||
{
|
||||
public:
|
||||
/* opengl texture2D */
|
||||
unsigned int ColorBuffer;
|
||||
/* renderbuffer depth 24 bits stencil 8 bits */
|
||||
unsigned int DepthStencilBuffer;
|
||||
/* id of this framebuffer */
|
||||
unsigned int ID;
|
||||
|
||||
Framebuffer(const int& width, const int& height);
|
||||
~Framebuffer();
|
||||
|
||||
/* updates width and height of buffers */
|
||||
void UpdateSize(const unsigned int& newWidth, const unsigned int& newHeight);
|
||||
/* sets opengl to use this framebuffer */
|
||||
void Use();
|
||||
/* sets opengl to use default buffer */
|
||||
void UseDefault();
|
||||
void clearBuffers(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
|
||||
void clearColorBuffer(float r = 0.0f, float g = 0.0f, float b = 0.0f, float a = 1.0f);
|
||||
void clearDepthBuffer();
|
||||
void clearStencilBuffer();
|
||||
void clearDepthStencilBuffer();
|
||||
unsigned int getWidth();
|
||||
unsigned int getHeight();
|
||||
|
||||
private:
|
||||
unsigned int width;
|
||||
unsigned int height;
|
||||
|
||||
int checkStatus();
|
||||
bool checkBind();
|
||||
};
|
||||
|
||||
67
lessons/4. Advanced OpenGL/6. Cubemaps/src/Mesh.cpp
Normal file
67
lessons/4. Advanced OpenGL/6. Cubemaps/src/Mesh.cpp
Normal file
@@ -0,0 +1,67 @@
|
||||
#include <glad/glad.h>
|
||||
#include "Mesh.h"
|
||||
|
||||
using namespace glml;
|
||||
|
||||
Mesh::Mesh(const std::vector<Vertex>& vertices,
|
||||
const std::vector<unsigned int>& indices,
|
||||
const std::vector<Texture>& textures) : vertices(vertices), indices(indices), textures(textures)
|
||||
{
|
||||
setupMesh();
|
||||
}
|
||||
|
||||
void Mesh::setupMesh()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Position));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Normal));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, TexCoord));
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Tangent));
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, Bitangent));
|
||||
for (int i = 0; i < 5; i++)
|
||||
glEnableVertexAttribArray(i);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Draw(Shader& shader) const
|
||||
{
|
||||
unsigned int diffNr = 0;
|
||||
unsigned int specNr = 0;
|
||||
unsigned int normNr = 0;
|
||||
unsigned int heigNr = 0;
|
||||
|
||||
for (int i = 0; i < textures.size(); i++)
|
||||
{
|
||||
std::string name = TextureTypeStrings[static_cast<size_t>(textures[i].type)];
|
||||
|
||||
if (textures[i].type == TextureType::diffuse)
|
||||
name += std::to_string(diffNr++);
|
||||
else if (textures[i].type == TextureType::specular)
|
||||
name += std::to_string(specNr++);
|
||||
else if (textures[i].type == TextureType::normal)
|
||||
name += std::to_string(normNr++);
|
||||
else if (textures[i].type == TextureType::height)
|
||||
name += std::to_string(heigNr++);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
shader.setInt("material." + name, i);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
52
lessons/4. Advanced OpenGL/6. Cubemaps/src/Mesh.h
Normal file
52
lessons/4. Advanced OpenGL/6. Cubemaps/src/Mesh.h
Normal file
@@ -0,0 +1,52 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
|
||||
namespace glml
|
||||
{
|
||||
static const std::string TextureTypeStrings[] = {
|
||||
"texture_diffuse",
|
||||
"texture_specular",
|
||||
"texture_normal",
|
||||
"texture_height"
|
||||
};
|
||||
enum class TextureType : size_t
|
||||
{
|
||||
diffuse = 0,
|
||||
specular = 1,
|
||||
normal = 2,
|
||||
height = 3
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Normal;
|
||||
glm::vec2 TexCoord;
|
||||
glm::vec3 Color;
|
||||
glm::vec3 Tangent;
|
||||
glm::vec3 Bitangent;
|
||||
};
|
||||
struct Texture {
|
||||
unsigned int id;
|
||||
TextureType type;
|
||||
std::string path;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
||||
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures);
|
||||
|
||||
void Draw(Shader& shader) const;
|
||||
private:
|
||||
unsigned int VAO, VBO, EBO;
|
||||
|
||||
void setupMesh();
|
||||
};
|
||||
};
|
||||
|
||||
187
lessons/4. Advanced OpenGL/6. Cubemaps/src/Model.cpp
Normal file
187
lessons/4. Advanced OpenGL/6. Cubemaps/src/Model.cpp
Normal file
@@ -0,0 +1,187 @@
|
||||
#include <glad/glad.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <iostream>
|
||||
#include <stb_image.h>
|
||||
#include "Model.h"
|
||||
|
||||
using namespace glml;
|
||||
|
||||
Model::Model(const std::string path)
|
||||
{
|
||||
loadModel(path);
|
||||
}
|
||||
void Model::Draw(Shader& shader) const
|
||||
{
|
||||
for (int i = 0; i < meshes.size(); i++)
|
||||
meshes[i].Draw(shader);
|
||||
}
|
||||
void Model::loadModel(const std::string path)
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cerr << "[ASSIMP ERROR] Model '" << path << "' not loaded.\n" << importer.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
directory = path.substr(0, path.find_last_of('/'));
|
||||
|
||||
processNode(scene->mRootNode, scene);
|
||||
}
|
||||
void Model::processNode(aiNode* node, const aiScene* scene)
|
||||
{
|
||||
unsigned int i;
|
||||
for (i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
for (i = 0; i < node->mNumChildren; i++)
|
||||
processNode(node->mChildren[i], scene);
|
||||
}
|
||||
Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Texture> textures;
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
Vertex vertex;
|
||||
glm::vec3 v;
|
||||
v.x = mesh->mVertices[i].x;
|
||||
v.y = mesh->mVertices[i].y;
|
||||
v.z = mesh->mVertices[i].z;
|
||||
vertex.Position = v;
|
||||
|
||||
if (mesh->mNormals != NULL)
|
||||
{
|
||||
v.x = mesh->mNormals[i].x;
|
||||
v.y = mesh->mNormals[i].y;
|
||||
v.z = mesh->mNormals[i].z;
|
||||
vertex.Normal = v;
|
||||
}
|
||||
|
||||
if (mesh->mTangents != NULL)
|
||||
{
|
||||
v.x = mesh->mTangents[i].x;
|
||||
v.y = mesh->mTangents[i].y;
|
||||
v.z = mesh->mTangents[i].z;
|
||||
vertex.Tangent = v;
|
||||
}
|
||||
if (mesh->mBitangents != NULL)
|
||||
{
|
||||
v.x = mesh->mBitangents[i].x;
|
||||
v.y = mesh->mBitangents[i].y;
|
||||
v.z = mesh->mBitangents[i].z;
|
||||
vertex.Bitangent = v;
|
||||
}
|
||||
|
||||
vertex.Color = glm::vec3(0.0f);
|
||||
|
||||
if (mesh->mTextureCoords[0]) { // does the mesh contains texture coordinates?
|
||||
glm::vec2 vec;
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
vec.y = mesh->mTextureCoords[0][i].y;
|
||||
vertex.TexCoord = vec;
|
||||
}
|
||||
else {
|
||||
vertex.TexCoord = glm::vec2(0.0f);
|
||||
}
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
for (i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
if (mesh->mMaterialIndex >= 0)
|
||||
{
|
||||
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
||||
std::vector<Texture> diffuseMaps = loadMaterialTextures(mat, aiTextureType_DIFFUSE, TextureType::diffuse);
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
|
||||
std::vector<Texture> specularMaps = loadMaterialTextures(mat, aiTextureType_SPECULAR, TextureType::specular);
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
|
||||
std::vector<Texture> normalMaps = loadMaterialTextures(mat, aiTextureType_NORMALS, TextureType::normal);
|
||||
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||
|
||||
std::vector<Texture> heightMaps = loadMaterialTextures(mat, aiTextureType_HEIGHT, TextureType::height);
|
||||
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||
}
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
std::vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType)
|
||||
{
|
||||
std::vector<Texture> textures;
|
||||
|
||||
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
bool loaded = false;
|
||||
|
||||
for (int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
loaded = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!loaded)
|
||||
{
|
||||
Texture texture;
|
||||
texture.id = load_texture(directory + '/' + str.C_Str());
|
||||
texture.type = glmlType;
|
||||
texture.path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture);
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
}
|
||||
static unsigned int glml::load_texture(const std::string path)
|
||||
{
|
||||
return glml::load_texture(path.c_str());
|
||||
}
|
||||
static unsigned int glml::load_texture(const char* path)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format;
|
||||
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
|
||||
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA; break;
|
||||
case 3: format = GL_RGB; break;
|
||||
case 1: format = GL_RED; break;
|
||||
default: format = GL_RGB; break;
|
||||
}
|
||||
|
||||
if (data) // data != NULL
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
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);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else {
|
||||
std::cerr << "Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
return texture;
|
||||
}
|
||||
29
lessons/4. Advanced OpenGL/6. Cubemaps/src/Model.h
Normal file
29
lessons/4. Advanced OpenGL/6. Cubemaps/src/Model.h
Normal file
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include "Mesh.h"
|
||||
#include <vector>
|
||||
#include "Shader.h"
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace glml
|
||||
{
|
||||
class Model {
|
||||
public:
|
||||
Model(const std::string path);
|
||||
|
||||
void Draw(Shader& shader) const;
|
||||
private:
|
||||
// model data
|
||||
std::vector<Mesh> meshes;
|
||||
std::string directory;
|
||||
std::vector<Texture> textures_loaded;
|
||||
|
||||
void loadModel(const std::string path);
|
||||
void processNode(aiNode* node, const aiScene* scene);
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, TextureType glmlType);
|
||||
};
|
||||
static unsigned int load_texture(const char* path);
|
||||
static unsigned int load_texture(const std::string path);
|
||||
}
|
||||
|
||||
119
lessons/4. Advanced OpenGL/6. Cubemaps/src/Shader.cpp
Normal file
119
lessons/4. Advanced OpenGL/6. Cubemaps/src/Shader.cpp
Normal file
@@ -0,0 +1,119 @@
|
||||
#include "Shader.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
Shader::Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, bool directSource)
|
||||
{
|
||||
const char* vertexSource;
|
||||
const char* fragmentSource;
|
||||
std::string v, f;
|
||||
if (!directSource)
|
||||
{
|
||||
v = readFile(vertexShaderSourcePath);
|
||||
f = readFile(fragmentShaderSourcePath);
|
||||
vertexSource = v.c_str();
|
||||
fragmentSource = f.c_str();
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexSource = vertexShaderSourcePath;
|
||||
fragmentSource = fragmentShaderSourcePath;
|
||||
}
|
||||
|
||||
int success;
|
||||
char infoLog[512];
|
||||
|
||||
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &vertexSource, NULL);
|
||||
glCompileShader(vertexShader);
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: [ERROR] Vertex shader compilation failed!\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
|
||||
glCompileShader(fragmentShader);
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||
std::cerr << "Shader.h: [ERROR] Fragment shader compilation failed!\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
Program = glCreateProgram();
|
||||
glAttachShader(Program, vertexShader);
|
||||
glAttachShader(Program, fragmentShader);
|
||||
glLinkProgram(Program);
|
||||
glGetProgramiv(Program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(Program, 512, NULL, infoLog);
|
||||
std::cerr << "[ERROR] Program linking failed\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
}
|
||||
Shader::Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, bool directSource)
|
||||
{
|
||||
Shader(vertexShaderSourcePath.c_str(), fragmentShaderSourcePath.c_str(), directSource);
|
||||
}
|
||||
Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(Program);
|
||||
}
|
||||
|
||||
std::string Shader::readFile(const char* path)
|
||||
{
|
||||
std::string out;
|
||||
try
|
||||
{
|
||||
std::ifstream ifs(path); // input file stream
|
||||
std::stringstream buffer;
|
||||
buffer << ifs.rdbuf();
|
||||
out = buffer.str();
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
std::cerr << "[ERROR] Could not read/open file '" << path << "'\n";
|
||||
}
|
||||
return out;
|
||||
}
|
||||
void Shader::Use()
|
||||
{
|
||||
glUseProgram(Program);
|
||||
}
|
||||
void Shader::setBool(const std::string name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(Program, name.c_str()), value ? 1 : 0);
|
||||
}
|
||||
void Shader::setFloat(const std::string name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(Program, name.c_str()), value);
|
||||
}
|
||||
void Shader::setInt(const std::string name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
|
||||
}
|
||||
void Shader::setMat4(const std::string name, glm::mat4 value) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
void Shader::setVec3(const std::string name, glm::vec3 value) const
|
||||
{
|
||||
setVec3(name, value.x, value.y, value.z);
|
||||
}
|
||||
void Shader::setVec3(const std::string name, float v0, float v1, float v2) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(Program, name.c_str()), v0, v1, v2);
|
||||
}
|
||||
void Shader::setMat3(const std::string name, glm::mat3 value) const
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(Program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
27
lessons/4. Advanced OpenGL/6. Cubemaps/src/Shader.h
Normal file
27
lessons/4. Advanced OpenGL/6. Cubemaps/src/Shader.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int Program;
|
||||
|
||||
Shader(const char* vertexShaderSourcePath, const char* fragmentShaderSourcePath, bool directSource = false);
|
||||
Shader(std::string vertexShaderSourcePath, std::string fragmentShaderSourcePath, bool directSource = false);
|
||||
~Shader();
|
||||
|
||||
|
||||
void Use();
|
||||
|
||||
void setBool(const std::string name, bool value) const;
|
||||
void setFloat(const std::string name, float value) const;
|
||||
void setInt(const std::string name, int value) const;
|
||||
void setMat4(const std::string name, glm::mat4 value) const;
|
||||
void setVec3(const std::string name, glm::vec3 value) const;
|
||||
void setVec3(const std::string name, float v0, float v1, float v2) const;
|
||||
void setMat3(const std::string name, glm::mat3 value) const;
|
||||
|
||||
static std::string readFile(const char* path);
|
||||
};
|
||||
|
||||
3
lessons/4. Advanced OpenGL/6. Cubemaps/src/config.h.in
Normal file
3
lessons/4. Advanced OpenGL/6. Cubemaps/src/config.h.in
Normal file
@@ -0,0 +1,3 @@
|
||||
#cmakedefine REPO_ROOT "@REPO_ROOT@"
|
||||
#cmakedefine PROJECT_DIR "@PROJECT_DIR@"
|
||||
#cmakedefine SOURCE_DIR "@SOURCE_DIR@"
|
||||
454
lessons/4. Advanced OpenGL/6. Cubemaps/src/main.cpp
Normal file
454
lessons/4. Advanced OpenGL/6. Cubemaps/src/main.cpp
Normal file
@@ -0,0 +1,454 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <stb_image.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
#include "Shader.h"
|
||||
#include "Camera.h"
|
||||
#include "Framebuffer.h"
|
||||
#include "Model.h"
|
||||
#include "config.h"
|
||||
|
||||
#define TEXTURES_DIR REPO_ROOT "/textures/"
|
||||
#define MODELS_DIR REPO_ROOT "/models/"
|
||||
#define SHADERS_DIR SOURCE_DIR "/shaders/"
|
||||
|
||||
using namespace std;
|
||||
typedef unsigned int uint;
|
||||
using glml::Model;
|
||||
|
||||
// Global Constants
|
||||
// ...
|
||||
// Global Variables
|
||||
GLFWwindow* window;
|
||||
int WINDOW_WIDTH = 800;
|
||||
int WINDOW_HEIGHT = 600;
|
||||
Camera myCamera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
float lastX = 400;
|
||||
float lastY = 300;
|
||||
bool firstmouse = true;
|
||||
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||
glm::vec3 lightColor(1.0f, 1.0f, 1.0f);
|
||||
|
||||
uint8_t init(void);
|
||||
void framebuffersize_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void proccessInput(GLFWwindow* window);
|
||||
unsigned int load_texture(const char* path, bool flip = true, GLint wrapS = GL_REPEAT, GLint wrapT = GL_REPEAT);
|
||||
unsigned int load_cubemap(vector<string> faces);
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
if (init() != 0)
|
||||
return -1;
|
||||
|
||||
Shader shader(SHADERS_DIR "shader.vert", SHADERS_DIR "shader.frag");
|
||||
Shader quadShader(SHADERS_DIR "quadShader.vert", SHADERS_DIR "quadShader.frag");
|
||||
Shader skyboxShader(SHADERS_DIR "skyboxShader.vert", SHADERS_DIR "skyboxShader.frag");
|
||||
|
||||
Model backpack(MODELS_DIR "backpack/backpack.obj");
|
||||
|
||||
Framebuffer framebuffer(WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
|
||||
// objects VAOs VBOs and vertices
|
||||
float cubeVertices[] = {
|
||||
-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, 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, -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, 0.0f,
|
||||
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, 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, 0.0f,
|
||||
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
|
||||
};
|
||||
float planeVertices[] = {
|
||||
// positions // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
|
||||
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
|
||||
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
|
||||
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
|
||||
};
|
||||
float quadVertices[] = {
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
1.0f, 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
|
||||
};
|
||||
|
||||
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);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (const void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
|
||||
unsigned int planeVAO, planeVBO;
|
||||
glGenVertexArrays(1, &planeVAO);
|
||||
glGenBuffers(1, &planeVBO);
|
||||
glBindVertexArray(planeVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (const void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
|
||||
unsigned int quadVAO, quadVBO;
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (const void*)(2 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
|
||||
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);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_TRUE, 3 * sizeof(float), (const void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
unsigned int cubemapTexture = load_cubemap(vector<string>{
|
||||
TEXTURES_DIR "skybox/right.jpg",
|
||||
TEXTURES_DIR "skybox/left.jpg",
|
||||
TEXTURES_DIR "skybox/top.jpg",
|
||||
TEXTURES_DIR "skybox/bottom.jpg",
|
||||
TEXTURES_DIR "skybox/front.jpg",
|
||||
TEXTURES_DIR "skybox/back.jpg"
|
||||
});
|
||||
unsigned int cubeTexture = load_texture(TEXTURES_DIR "container.jpg");
|
||||
unsigned int planeTexture = load_texture(TEXTURES_DIR "metal.png");
|
||||
|
||||
shader.Use();
|
||||
shader.setInt("texture1", 0);
|
||||
quadShader.Use();
|
||||
quadShader.setInt("quadTexture", 0);
|
||||
|
||||
//glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
/* ------------------ MAIN loop ------------------ */
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame; // cas jak dlouho trval posledni frame
|
||||
lastFrame = currentFrame; // cas kdy zacal tento frame
|
||||
// input ...
|
||||
proccessInput(window);
|
||||
// rendering commands here ...
|
||||
|
||||
framebuffer.Use();
|
||||
framebuffer.clearBuffers();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glm::mat4 model(1.0f);
|
||||
glm::mat4 view = myCamera.getViewMatrix();
|
||||
glm::mat4 projection(1.0f);
|
||||
projection = glm::perspective(glm::radians(myCamera.FOV), (float)WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 100.0f);
|
||||
|
||||
shader.Use();
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setVec3("cameraPosition", myCamera.Position);
|
||||
|
||||
//glEnable(GL_CULL_FACE);
|
||||
//glCullFace(GL_BACK);
|
||||
//glFrontFace(GL_CW);
|
||||
// cubes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||
model = glm::translate(model, glm::vec3(-1.0f, 0.05f, -1.0f));
|
||||
shader.setMat4("model", model);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(2.0f, 0.05f, 0.0f));
|
||||
shader.setMat4("model", model);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
// Backpack
|
||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.5f, 0.0f, 1.5f));
|
||||
model = glm::scale(model, glm::vec3(0.4f));
|
||||
shader.setMat4("model", model);
|
||||
backpack.Draw(shader);
|
||||
|
||||
// SKYBOX
|
||||
//glDisable(GL_CULL_FACE);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
skyboxShader.Use();
|
||||
skyboxShader.setMat4("projection", projection);
|
||||
skyboxShader.setMat4("view", glm::mat4(glm::mat3(myCamera.getViewMatrix())));
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
/* DRAW TO ACTUAL SCREEN */
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST); // disable depth test, so that the quad on the screen wont get replaced
|
||||
|
||||
quadShader.Use();
|
||||
quadShader.setMat4("PVM", glm::mat4(1.0f));
|
||||
glBindVertexArray(quadVAO);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffer.ColorBuffer);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
// check and calls events and swap the buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
uint8_t init(void) {
|
||||
// init of glfw window
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "6. Cubemaps", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
cerr << "Failed to create glfw window" << endl;
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// init of GLAD
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
cerr << "Failed to initialize GLAD" << endl;
|
||||
}
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffersize_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
return 0;
|
||||
}
|
||||
void framebuffersize_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
WINDOW_HEIGHT = height;
|
||||
WINDOW_WIDTH = width;
|
||||
}
|
||||
void proccessInput(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
if (glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
/* -------------------- Movement -------------------- */
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_RIGHT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_DOWN, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
myCamera.ProccessKeyboard(CAM_UP, deltaTime);
|
||||
|
||||
}
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstmouse) {
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstmouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos;
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
myCamera.ProccessMouse(xoffset, yoffset);
|
||||
}
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
myCamera.ProccessScroll(yoffset);
|
||||
}
|
||||
unsigned int load_texture(const char* path, bool flip, GLint wrapS, GLint wrapT)
|
||||
{
|
||||
unsigned int texture = 0;
|
||||
int width, height, nrChannels, format;
|
||||
stbi_set_flip_vertically_on_load(flip);
|
||||
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0); // load image to the array of bytes (char = 1 byte)
|
||||
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA; break;
|
||||
case 3: format = GL_RGB; break;
|
||||
case 2: format = GL_RED; break;
|
||||
default: format = GL_RGB; break;
|
||||
}
|
||||
|
||||
if (data) // data != NULL
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); // generates texture
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
else {
|
||||
cerr << "Could not load texture '" << path << "'\n";
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
return texture;
|
||||
}
|
||||
unsigned int load_cubemap(vector<string> faces)
|
||||
{
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
|
||||
int width, height, nrChannels, format;
|
||||
for (int i = 0; i < faces.size(); i++)
|
||||
{
|
||||
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
switch (nrChannels)
|
||||
{
|
||||
case 4: format = GL_RGBA; break;
|
||||
case 3: format = GL_RGB; break;
|
||||
case 2: format = GL_RED; break;
|
||||
default: format = GL_RGB; break;
|
||||
}
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
}
|
||||
else {
|
||||
std::cerr << "[ERROR] Failed to load cubemap texture at " << faces[i] << std::endl;
|
||||
}
|
||||
stbi_image_free(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);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D quadTexture;
|
||||
|
||||
float offset = 1.0 / 300.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Grayscale
|
||||
// FragColor = texture(quadTexture, TexCoord);
|
||||
// float avarage = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
|
||||
// FragColor = vec4(avarage, avarage, avarage, 1.0);
|
||||
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2(-offset, offset), // top-left
|
||||
vec2(0.0, offset), // top-center
|
||||
vec2(offset, offset), // top-right
|
||||
vec2(-offset, 0.0), // center-right
|
||||
vec2(0.0, 0.0), // center-center
|
||||
vec2(offset, 0.0), // center-right
|
||||
vec2(-offset, -offset), // bottom-left
|
||||
vec2(0.0, -offset), // bottom-center
|
||||
vec2(offset, -offset) // bottom-right
|
||||
);
|
||||
|
||||
float kernel[9] = float[](
|
||||
0, 0, 0,
|
||||
0, 1, 0,
|
||||
0, 0, 0
|
||||
);
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
col += vec3(texture(quadTexture, TexCoord.st + offsets[i])) * kernel[i];
|
||||
}
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec2 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
uniform mat4 PVM;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PVM * vec4(aPos.x, aPos.y, 0.0, 1.0);
|
||||
TexCoord = aTexCoord;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#version 330
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
|
||||
//uniform sampler2D texture1;
|
||||
uniform samplerCube skybox;
|
||||
uniform vec3 cameraPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
float ratio = 1.0/1.52;
|
||||
vec3 I = normalize(Position - cameraPosition);
|
||||
//vec3 R = reflect(I, normalize(Normal));
|
||||
vec3 R = refract(I, normalize(Normal), ratio);
|
||||
FragColor = vec4(texture(skybox, R).rgb, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#version 330
|
||||
|
||||
layout (location = 0) in vec3 aPosition;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
out vec3 Normal;
|
||||
out vec3 Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
Normal = mat3(transpose(inverse(model))) * aNormal;
|
||||
Position = vec3(model * vec4(aPosition, 1.0));
|
||||
gl_Position = projection * view * vec4(Position, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 TexCoord;
|
||||
|
||||
uniform samplerCube texture0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture0, TexCoord);
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec3 TexCoord;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoord = aPos;
|
||||
vec4 pos = projection * view * vec4(aPos, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|
||||
Reference in New Issue
Block a user