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3 Commits
f071a02057
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7e60bc8088
Author | SHA1 | Date |
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itqop | 7e60bc8088 | |
Marina | e69f222900 | |
Marina | c42dd0b359 |
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@ -0,0 +1,60 @@
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#pragma once
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//todo switch
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#include <glad/glad.h>
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#include <string>
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#include <glm/mat4x4.hpp>
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#include <type_traits>
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class Shader
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{
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public:
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Shader() {};
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void loadFromFiles(std::string vertexPath, std::string fragmentPath);
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void bind()
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{
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glUseProgram(id);
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}
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void clear()
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{
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glDeleteProgram(id);
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}
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GLuint getId() { return id; }
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protected:
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GLuint id = 0;
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GLuint createShaderFromMemory(const char *data, GLenum type);
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std::string loadShaderSource(std::string source);
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};
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class DrawBlocksShader : public Shader
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{
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public:
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void load();
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void setProjectionMatrix(const glm::mat4 &mat);
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void setModelViewMatrix(const glm::mat4 &mat);
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void setPlayerPos(const glm::vec3 &pos);
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void setTexture(int index);
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void setPosition(int x, int y, int z);
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void setTextureAtlasCoords(int x, int y);
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void setAo(bool ao);
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private:
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GLint u_playerPos;
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GLint u_modelView;
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GLint u_projectionMatrix;
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GLint u_texture;
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GLint u_pos;
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GLint u_atlas;
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GLint u_ao;
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};
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#pragma once
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#include <glad/glad.h>
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#include <shader.h>
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#include <glm/mat4x4.hpp>
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class SkyBox
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{
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public:
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void create();
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void clear();
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void clearTexture();
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void loadTextures(const char *textures[]);
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void loadTexturesFromCrossTexture(const char* texture);
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void render(const glm::mat4 &viewProjection);
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private:
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GLuint cubemapTexture = 0;
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Shader shader;
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GLint u_cubeMap = -1;
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GLint u_viewProjection = -1;
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GLuint vao = 0;
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GLuint cubeBuffer = 0;
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};
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@ -0,0 +1,159 @@
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#include "shader.h"
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#include <fstream>
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#include <iostream>
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#include "tools.h"
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#include "log.h"
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void Shader::loadFromFiles(std::string vertexPath, std::string fragmentPath)
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{
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std::string vertexSource = loadShaderSource(vertexPath);
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auto vertexShaderId = createShaderFromMemory(vertexSource.c_str(), GL_VERTEX_SHADER);
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std::string fragmentSource = loadShaderSource(fragmentPath);
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auto fragmentShaderId = createShaderFromMemory(fragmentSource.c_str(), GL_FRAGMENT_SHADER);
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id = glCreateProgram();
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glAttachShader(id, vertexShaderId);
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glAttachShader(id, fragmentShaderId);
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glLinkProgram(id);
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glDeleteShader(vertexShaderId);
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glDeleteShader(fragmentShaderId);
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int info = 0;
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glGetProgramiv(id, GL_LINK_STATUS, &info);
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if (info != GL_TRUE)
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{
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char *message = 0;
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int l = 0;
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glGetProgramiv(id, GL_INFO_LOG_LENGTH, &l);
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message = new char[l];
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glGetProgramInfoLog(id, l, &l, message);
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llog(ErrorLog(), message, "\n", "in:", vertexPath, "and:", fragmentPath);
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delete[] message;
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}
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glValidateProgram(id);
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}
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GLuint Shader::createShaderFromMemory(const char *data, GLenum type)
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{
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GLuint shaderID = glCreateShader(type);
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glShaderSource(shaderID, 1, &data, 0);
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glCompileShader(shaderID);
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int result = 0;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (!result)
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{
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char *message = 0;
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int l = 0;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &l);
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if (l)
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{
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message = new char[l];
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glGetShaderInfoLog(shaderID, l, &l, message);
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message[l - 1] = 0;
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llog(ErrorLog(), message, "\n", "data:\n\n", data);
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delete[] message;
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}
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}
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return shaderID;
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}
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std::string Shader::loadShaderSource(std::string source)
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{
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std::ifstream f(source);
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if (!f.is_open())
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{
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throw(std::string("err loading ") + source);
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}
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//most vexing parse here yay love cpp
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std::string ret{ std::istreambuf_iterator<char>(f), {} };
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return std::move(ret);
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}
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void DrawBlocksShader::load()
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{
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loadFromFiles(RESOURCES_PATH "vertex.vert", RESOURCES_PATH "fragment.frag");
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permaAssertComment(id, "shader not found");
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u_playerPos = glGetUniformLocation(id, "u_playerPos");
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u_modelView = glGetUniformLocation(id, "u_modelView");
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u_projectionMatrix = glGetUniformLocation(id, "u_projectionMatrix");
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u_texture = glGetUniformLocation(id, "u_texture");
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u_pos = glGetUniformLocation(id, "u_pos");
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u_atlas = glGetUniformLocation(id, "u_atlas");
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u_ao = glGetUniformLocation(id, "u_ao");
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if (u_projectionMatrix == -1)
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{
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llog(ErrorLog(), "projMat error\n");
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}
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}
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void DrawBlocksShader::setProjectionMatrix(const glm::mat4 &mat)
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{
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glUniformMatrix4fv(u_projectionMatrix, 1, GL_FALSE, &(mat[0][0]));
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}
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void DrawBlocksShader::setModelViewMatrix(const glm::mat4 &mat)
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{
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glUniformMatrix4fv(u_modelView, 1, GL_FALSE, &(mat[0][0]));
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}
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void DrawBlocksShader::setPlayerPos(const glm::vec3 &pos)
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{
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glUniform3f(u_playerPos, pos.x, pos.y, pos.z);
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}
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void DrawBlocksShader::setTexture(int index)
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{
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glUniform1i(u_texture, index);
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}
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void DrawBlocksShader::setPosition(int x, int y, int z)
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{
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glUniform3i(u_pos, x, y, z);
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}
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void DrawBlocksShader::setTextureAtlasCoords(int x, int y)
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{
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glUniform2i(u_atlas, x, y);
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}
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void DrawBlocksShader::setAo(bool ao)
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{
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glUniform1i(u_ao, ao);
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}
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@ -0,0 +1,244 @@
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#include "skyBox.h"
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#include "stb_image/stb_image.h"
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#include <iostream>
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static float skyboxVertices[] = {
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// positions
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f
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};
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void SkyBox::create()
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{
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shader.loadFromFiles(RESOURCES_PATH "skyBox.vert", RESOURCES_PATH "skyBox.frag");
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u_cubeMap = glGetUniformLocation(shader.getId(), "u_cubeMap");
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u_viewProjection = glGetUniformLocation(shader.getId(), "u_viewProjection");
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &cubeBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, cubeBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), skyboxVertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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}
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void SkyBox::clear()
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{
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}
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void SkyBox::loadTextures(const char* textures[])
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{
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if(cubemapTexture)
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{
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clearTexture();
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}
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glGenTextures(1, &cubemapTexture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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int width, height, nrChannels;
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unsigned char *data;
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for (unsigned int i = 0; i < 6; i++)
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{
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stbi_set_flip_vertically_on_load(false);
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data = stbi_load(textures[i], &width, &height, &nrChannels, 0);
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glTexImage2D(
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
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);
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stbi_image_free(data);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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void SkyBox::loadTexturesFromCrossTexture(const char *texture)
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{
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if (cubemapTexture)
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{
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clearTexture();
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}
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glGenTextures(1, &cubemapTexture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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int width, height, nrChannels;
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unsigned char *data;
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stbi_set_flip_vertically_on_load(false);
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data = stbi_load(texture, &width, &height, &nrChannels, 3);
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//right
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//left
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//top
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//bottom
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//front
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//back
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auto getPixel = [&](int x, int y, unsigned char *data)
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{
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return (unsigned char*)(data + 3 * (x + y * width));
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};
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glm::ivec2 paddings[6];
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glm::ivec2 immageRatio = {};
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{
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immageRatio = { 4, 3 };
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glm::ivec2 paddingscopy[6] =
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{
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{ (width / 4) * 2, (height / 3) * 1, },
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{ (width / 4) * 0, (height / 3) * 1, },
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{ (width / 4) * 1, (height / 3) * 0, },
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{ (width / 4) * 1, (height / 3) * 2, },
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{ (width / 4) * 1, (height / 3) * 1, },
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{ (width / 4) * 3, (height / 3) * 1, },
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};
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memcpy(paddings, paddingscopy, sizeof(paddings));
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}
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if (data)
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{
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for (unsigned int i = 0; i < 6; i++)
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{
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unsigned char *extractedData = new unsigned char[3 *
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(width / immageRatio.x) * (height / immageRatio.y)];
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int index = 0;
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int paddingX = paddings[i].x;
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int paddingY = paddings[i].y;
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for (int j = 0; j < height / immageRatio.y; j++)
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for (int i = 0; i < width / immageRatio.x; i++)
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{
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extractedData[index] = *getPixel(i + paddingX, j + paddingY, data);
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extractedData[index + 1] = *(getPixel(i + paddingX, j + paddingY, data) + 1);
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extractedData[index + 2] = *(getPixel(i + paddingX, j + paddingY, data) + 2);
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index += 3;
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}
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glTexImage2D(
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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0, GL_RGB, width / immageRatio.x, height / immageRatio.y, 0,
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GL_RGB, GL_UNSIGNED_BYTE, extractedData
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);
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delete[] extractedData;
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}
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stbi_image_free(data);
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}
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else
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{
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throw(std::string("err loading ") + texture + "\n");
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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void SkyBox::render(const glm::mat4 &viewProjection)
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{
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glDepthFunc(GL_LEQUAL);
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//glDepthMask(GL_FALSE);
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glBindVertexArray(vao);
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shader.bind();
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glUniform1i(u_cubeMap, 0);
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glUniformMatrix4fv(u_viewProjection, 1, GL_FALSE, &viewProjection[0][0]);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glActiveTexture(GL_TEXTURE0);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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//glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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}
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void SkyBox::clearTexture()
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{
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glDeleteTextures(1, &cubemapTexture);
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cubemapTexture = 0;
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|
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}
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