Adding ImGui , fixing some minor framebuffer error
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dc89cc6173
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3acc8525b0
26
CheckErrors.h
Normal file
26
CheckErrors.h
Normal file
@ -0,0 +1,26 @@
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#pragma once
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#include "GLFW/glfw3.h"
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#include <string>
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#include <glad/glad.h>
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#include <iostream>
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GLenum glCheckError_(const char* file, int line) {
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GLenum errorCode;
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while ((errorCode = glGetError()) != GL_NO_ERROR)
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{
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std::string error;
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switch (errorCode) {
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case GL_INVALID_ENUM: error = "INVALID_ENUM"; break;
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case GL_INVALID_VALUE: error = "INVALID_VALUE"; break;
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case GL_INVALID_OPERATION: error = "INVALID_OPERATION"; break;
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case GL_STACK_OVERFLOW: error = "STACK_OVERFLOW"; break;
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case GL_STACK_UNDERFLOW: error = "STACK_UNDERFLOW"; break;
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case GL_OUT_OF_MEMORY: error = "OUT_OF_MEMORY"; break;
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case GL_INVALID_FRAMEBUFFER_OPERATION: error = "INVALID_FRAMEBUFFER_OPERATION"; break;
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}
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std::cout << error << " | " << file << "(" << line << ")" << std::endl;
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}
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return errorCode;
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}
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#define glCheckError() glCheckError_(__FILE__, __LINE__)
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12
premake5.lua
12
premake5.lua
@ -8,7 +8,14 @@ project "LearnOpenGL"
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targetdir "build/"
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targetname "LearnOpenGL"
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files {"vendor/GLAD/src/glad.c","src/**.h", "src/**.cpp"}
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files {
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"vendor/GLAD/src/glad.c",
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"vendor/ImGui/imgui*.cpp",
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"vendor/ImGui/backends/imgui_impl_glfw.cpp",
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"vendor/ImGui/backends/imgui_impl_opengl3.cpp",
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"src/**.h",
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"src/**.cpp"
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}
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includedirs {
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"vendor/GLAD/include",
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@ -16,7 +23,8 @@ project "LearnOpenGL"
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"vendor/assimp/include",
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"vendor/assimp/build/include",
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"vendor/glm",
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"vendor/stb"
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"vendor/stb",
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"vendor/ImGui"
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}
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libdirs{
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@ -1,40 +1,59 @@
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#include "OutlinePass.h"
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#include "Renderer.h"
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#include "../../CheckErrors.h"
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OutlinePass::OutlinePass(Model& sceneObject, glm::mat4& model, glm::mat4& projection, Camera& camera)
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: RenderPass("Renderpass - Outline", "../Shaders/shader.vs", "../Shaders/outlineshader.fs" ) , m_model(sceneObject), camera(camera), projection(projection), model(model)
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{
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// Framebuffer outline effect
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std::cout << "Create Framebuffer" << std::endl;
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m_outlineFrameBuffer = FrameBuffer();
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m_outlineFrameBuffer.Bind();
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// Create a texture attachment (colour attachment)
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std::cout << "Create Texture" << std::endl;
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m_depthTexture = CreateTexture(800,600);
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// attach texture to the frame buffer as a colour attachment
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m_outlineFrameBuffer.Attach(*m_depthTexture);
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// Add depth buffer attachment
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std::cout << "Create RenderBuffer" << std::endl;
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m_outlineRenderBuffer = RenderBuffer();
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m_outlineRenderBuffer.Bind();
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m_outlineRenderBuffer.UseDepthAndStencil();
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m_outlineRenderBuffer.Unbind();
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// attach depth buffer to our framebuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_outlineRenderBuffer.id);
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m_outlineFrameBuffer.Unbind();
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std::cout << "Success!" << std::endl;
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}
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OutlinePass::~OutlinePass(){
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void OutlinePass::Create() {
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// Framebuffer outline effect
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std::cout << "Create Framebuffer" << std::endl;
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delete m_depthTexture;
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m_outlineFrameBuffer = new FrameBuffer();
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glCheckError();
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m_outlineFrameBuffer->Bind();
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glCheckError();
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// Create a texture attachment (colour attachment)
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std::cout << "Create Texture" << std::endl;
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m_colourTexture = CreateTexture(800, 600);
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glCheckError();
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// attach texture to the frame buffer as a colour attachment
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m_outlineFrameBuffer->Attach(*m_colourTexture);
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glCheckError();
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// Add depth buffer attachment
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std::cout << "Create RenderBuffer" << std::endl;
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m_outlineRenderBuffer = new RenderBuffer();
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glCheckError();
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m_outlineRenderBuffer->Bind();
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glCheckError();
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m_outlineRenderBuffer->UseDepthAndStencil();
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glCheckError();
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m_outlineRenderBuffer->Unbind();
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glCheckError();
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// attach depth buffer to our framebuffer
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_outlineRenderBuffer->id);
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glCheckError();
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m_outlineFrameBuffer->Unbind();
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glCheckError();
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std::cout << "Success!" << std::endl;
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}
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OutlinePass::~OutlinePass(){
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delete m_colourTexture;
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delete m_outlineRenderBuffer;
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}
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void OutlinePass::Render()
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@ -13,12 +13,13 @@ public:
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void Render() override;
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OutlinePass (Model& sceneObject, glm::mat4& model , glm::mat4& projection, Camera& camera) ;
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void Create();
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~OutlinePass();
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private:
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FrameBuffer m_outlineFrameBuffer;
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RenderBuffer m_outlineRenderBuffer;
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Texture* m_depthTexture;
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FrameBuffer* m_outlineFrameBuffer;
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RenderBuffer* m_outlineRenderBuffer;
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Texture* m_colourTexture;
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glm::mat4 model;
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glm::mat4 projection;
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@ -21,5 +21,5 @@ RenderBuffer::RenderBuffer()
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RenderBuffer::~RenderBuffer()
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{
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glDeleteRenderbuffers(GL_RENDERBUFFER, &id);
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// glDeleteRenderbuffers(GL_RENDERBUFFER, &id);
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}
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@ -9,18 +9,23 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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void Renderer::Setup()
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{
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framebuffer.Bind();
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ColourBuffer = CreateTexture(800,600);
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framebuffer.Attach(*ColourBuffer);
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renderbufferObject.Bind();
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renderbufferObject.UseDepthAndStencil();
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renderbufferObject.Unbind();
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framebuffer.Attach(renderbufferObject);
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if(framebuffer.IsComplete() == false ){
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@ -33,6 +38,7 @@ void Renderer::Setup()
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void Renderer::Render( )
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Recalculate the Camera's view matrix
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@ -44,7 +50,6 @@ void Renderer::Render( )
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// 1. Skybox pass
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skyboxpass.Render();
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// 2. Scene pass
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scenepass.Render();
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@ -68,8 +73,9 @@ void Renderer::Render( )
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m_shader.use();
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m_shader.setInt("screenTexture",0);
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glBindVertexArray(ScreenVAO);
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glBindTexture(GL_TEXTURE_2D, ColourBuffer->id);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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@ -91,6 +97,10 @@ Renderer::Renderer(Camera& camera, Model& scene) :
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m_shader("../Shaders/Framebuffers.vs", "../Shaders/Framebuffers.fs")
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{
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outlinepass.Create();
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std::vector<std::string> faces = {
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"../Textures/skybox/right.jpg",
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"../Textures/skybox/left.jpg",
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@ -1,5 +1,4 @@
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#include "SkyboxPass.h"
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SkyboxPass::SkyboxPass(Skybox& skybox, Camera& camera, glm::mat4& projection) : RenderPass("Render Pass - Skybox", "../Shaders/skybox.vs", "../Shaders/Cubemap.fs"),
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skybox(skybox),
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camera(camera),
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@ -15,14 +14,19 @@ void SkyboxPass::Render()
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glDepthMask(GL_FALSE);
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m_shader.use();
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m_shader.setMat4("projection", projection);
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m_shader.setMat4("projection", projection);
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glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
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m_shader.setMat4("view", centeredView);
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skybox.Bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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skybox.Unbind();
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glDepthMask(GL_TRUE);
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}
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36
src/main.cpp
36
src/main.cpp
@ -6,10 +6,17 @@
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#include "Primitives/Skybox.h"
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#include "Primitives/shader.h"
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#include "Primitives/camera.h"
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#include "Application.h"
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#include <imgui.h>
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#include <backends/imgui_impl_glfw.h>
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#include <backends/imgui_impl_opengl3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#include "Application.h"
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void processInput( GLFWwindow* window);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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@ -30,6 +37,16 @@ public:
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// Create a window
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Window window(800,600, "LearnOpenGL");
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();(void)io;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window.ptr(), true);
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ImGui_ImplOpenGL3_Init("#version 460");
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stbi_set_flip_vertically_on_load(true);
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Model backpack("../Models/backpack.obj");
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@ -37,6 +54,8 @@ public:
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Renderer renderer = Renderer(camera, backpack);
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renderer.Setup();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while(!window.shouldClose())
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{
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@ -46,12 +65,25 @@ public:
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glfwPollEvents();
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processInput(window.ptr());
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renderer.Render();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow(nullptr);
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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window.SwapBuffers();
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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};
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