Add feature sky at world

This commit is contained in:
Marina 2024-05-15 13:04:44 +03:00
parent c42dd0b359
commit e69f222900
2 changed files with 275 additions and 0 deletions

31
include/skyBox.h Normal file
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#pragma once
#include <glad/glad.h>
#include <shader.h>
#include <glm/mat4x4.hpp>
class SkyBox
{
public:
void create();
void clear();
void clearTexture();
void loadTextures(const char *textures[]);
void loadTexturesFromCrossTexture(const char* texture);
void render(const glm::mat4 &viewProjection);
private:
GLuint cubemapTexture = 0;
Shader shader;
GLint u_cubeMap = -1;
GLint u_viewProjection = -1;
GLuint vao = 0;
GLuint cubeBuffer = 0;
};

244
src/skyBox.cpp Normal file
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#include "skyBox.h"
#include "stb_image/stb_image.h"
#include <iostream>
static 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
};
void SkyBox::create()
{
shader.loadFromFiles(RESOURCES_PATH "skyBox.vert", RESOURCES_PATH "skyBox.frag");
u_cubeMap = glGetUniformLocation(shader.getId(), "u_cubeMap");
u_viewProjection = glGetUniformLocation(shader.getId(), "u_viewProjection");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &cubeBuffer);
glBindBuffer(GL_ARRAY_BUFFER, cubeBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), skyboxVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
void SkyBox::clear()
{
}
void SkyBox::loadTextures(const char* textures[])
{
if(cubemapTexture)
{
clearTexture();
}
glGenTextures(1, &cubemapTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
int width, height, nrChannels;
unsigned char *data;
for (unsigned int i = 0; i < 6; i++)
{
stbi_set_flip_vertically_on_load(false);
data = stbi_load(textures[i], &width, &height, &nrChannels, 0);
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
);
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);
}
void SkyBox::loadTexturesFromCrossTexture(const char *texture)
{
if (cubemapTexture)
{
clearTexture();
}
glGenTextures(1, &cubemapTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
int width, height, nrChannels;
unsigned char *data;
stbi_set_flip_vertically_on_load(false);
data = stbi_load(texture, &width, &height, &nrChannels, 3);
//right
//left
//top
//bottom
//front
//back
auto getPixel = [&](int x, int y, unsigned char *data)
{
return (unsigned char*)(data + 3 * (x + y * width));
};
glm::ivec2 paddings[6];
glm::ivec2 immageRatio = {};
{
immageRatio = { 4, 3 };
glm::ivec2 paddingscopy[6] =
{
{ (width / 4) * 2, (height / 3) * 1, },
{ (width / 4) * 0, (height / 3) * 1, },
{ (width / 4) * 1, (height / 3) * 0, },
{ (width / 4) * 1, (height / 3) * 2, },
{ (width / 4) * 1, (height / 3) * 1, },
{ (width / 4) * 3, (height / 3) * 1, },
};
memcpy(paddings, paddingscopy, sizeof(paddings));
}
if (data)
{
for (unsigned int i = 0; i < 6; i++)
{
unsigned char *extractedData = new unsigned char[3 *
(width / immageRatio.x) * (height / immageRatio.y)];
int index = 0;
int paddingX = paddings[i].x;
int paddingY = paddings[i].y;
for (int j = 0; j < height / immageRatio.y; j++)
for (int i = 0; i < width / immageRatio.x; i++)
{
extractedData[index] = *getPixel(i + paddingX, j + paddingY, data);
extractedData[index + 1] = *(getPixel(i + paddingX, j + paddingY, data) + 1);
extractedData[index + 2] = *(getPixel(i + paddingX, j + paddingY, data) + 2);
index += 3;
}
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width / immageRatio.x, height / immageRatio.y, 0,
GL_RGB, GL_UNSIGNED_BYTE, extractedData
);
delete[] extractedData;
}
stbi_image_free(data);
}
else
{
throw(std::string("err loading ") + texture + "\n");
}
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);
}
void SkyBox::render(const glm::mat4 &viewProjection)
{
glDepthFunc(GL_LEQUAL);
//glDepthMask(GL_FALSE);
glBindVertexArray(vao);
shader.bind();
glUniform1i(u_cubeMap, 0);
glUniformMatrix4fv(u_viewProjection, 1, GL_FALSE, &viewProjection[0][0]);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
//glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
}
void SkyBox::clearTexture()
{
glDeleteTextures(1, &cubemapTexture);
cubemapTexture = 0;
}