Cubemap added, Skybox pass implemented
This commit is contained in:
parent
db448390ae
commit
e7a119f0dd
11
Cubemap.fs
Normal file
11
Cubemap.fs
Normal file
@ -0,0 +1,11 @@
|
||||
#version 460 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 TexCoords;
|
||||
uniform samplerCube cubemap;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(cubemap, TexCoords);
|
||||
}
|
@ -21,9 +21,9 @@ void main(){
|
||||
*/
|
||||
|
||||
// physically accurate grayscale
|
||||
// FragColor = texture(screenTexure, TexCoords);
|
||||
// float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
|
||||
// FragColor = vec4(average,average,average, 1.0);
|
||||
/* FragColor = texture(screenTexure, TexCoords);
|
||||
float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
|
||||
FragColor = vec4(average,average,average, 1.0);*/
|
||||
|
||||
vec2 offset[9] = vec2[] (
|
||||
vec2(-offset, offset), // top-left
|
||||
|
BIN
Textures/skybox/back.jpg
(Stored with Git LFS)
Normal file
BIN
Textures/skybox/back.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/skybox/bottom.jpg
(Stored with Git LFS)
Normal file
BIN
Textures/skybox/bottom.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/skybox/front.jpg
(Stored with Git LFS)
Normal file
BIN
Textures/skybox/front.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/skybox/left.jpg
(Stored with Git LFS)
Normal file
BIN
Textures/skybox/left.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/skybox/right.jpg
(Stored with Git LFS)
Normal file
BIN
Textures/skybox/right.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Textures/skybox/top.jpg
(Stored with Git LFS)
Normal file
BIN
Textures/skybox/top.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,8 +1,10 @@
|
||||
#version 460 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
|
||||
|
||||
in vec2 TexCoords;
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
|
13
skybox.vs
Normal file
13
skybox.vs
Normal file
@ -0,0 +1,13 @@
|
||||
#version 460 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec3 TexCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aPos;
|
||||
gl_Position = projection * view * vec4(aPos ,1.0);
|
||||
}
|
44
src/Cubemap.cpp
Normal file
44
src/Cubemap.cpp
Normal file
@ -0,0 +1,44 @@
|
||||
#include "Cubemap.h"
|
||||
|
||||
|
||||
Cubemap::Cubemap(){
|
||||
glGenTextures(1,&id);
|
||||
}
|
||||
|
||||
Cubemap::~Cubemap(){
|
||||
// glDeleteTextures(id);
|
||||
}
|
||||
|
||||
void Cubemap::Bind(){
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
|
||||
};
|
||||
|
||||
void Cubemap::Unbind(){
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
}
|
||||
|
||||
void Cubemap::loadCubeTextures(const std::vector<std::string>& texture_faces){
|
||||
int width, height, nrChannels;
|
||||
unsigned char* data;
|
||||
stbi_set_flip_vertically_on_load(false);
|
||||
|
||||
for (unsigned int i = 0; i < texture_faces.size(); i++){
|
||||
data = stbi_load(texture_faces[i].c_str(), &width, &height, &nrChannels,0);
|
||||
if (data){
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0 ,GL_RGB, GL_UNSIGNED_BYTE,data);
|
||||
} else {
|
||||
std::cout << "Cubemap tex failed to load at path: " << texture_faces[i] << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
}
|
25
src/Cubemap.h
Normal file
25
src/Cubemap.h
Normal file
@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
#include "stb_image.h"
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
|
||||
class Cubemap {
|
||||
public:
|
||||
|
||||
unsigned int id;
|
||||
|
||||
Cubemap();
|
||||
~Cubemap();
|
||||
|
||||
void Bind();
|
||||
void Unbind();
|
||||
|
||||
void loadCubeTextures(const std::vector<std::string>& texture_faces);
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
133
src/main.cpp
133
src/main.cpp
@ -1,5 +1,6 @@
|
||||
#include <stdio.h>
|
||||
#include <cmath>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
@ -13,6 +14,7 @@
|
||||
#include "model.h"
|
||||
#include "FrameBuffer.hpp"
|
||||
#include "RenderBuffer.hpp"
|
||||
#include "Cubemap.h"
|
||||
|
||||
// https://learnopengl.com/Advanced-OpenGL/Framebuffers
|
||||
|
||||
@ -40,6 +42,60 @@ std::vector<float> ScreenVertices = {
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
} ;
|
||||
|
||||
std::vector<std::string> faces = {
|
||||
"Textures/skybox/right.jpg",
|
||||
"Textures/skybox/left.jpg",
|
||||
"Textures/skybox/top.jpg",
|
||||
"Textures/skybox/bottom.jpg",
|
||||
"Textures/skybox/front.jpg",
|
||||
"Textures/skybox/back.jpg"
|
||||
};
|
||||
|
||||
std::vector<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 framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
glViewport(0,0, width, height);
|
||||
}
|
||||
@ -111,13 +167,32 @@ GLFWwindow* CreateWindowWithOpenGLContext()
|
||||
|
||||
}
|
||||
|
||||
void Skybox_pass (GLuint& SkyboxVAO, Shader& skyboxShader, Cubemap& skycubemap)
|
||||
{
|
||||
//glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
//glClear(GL_COLOR_BUFFER_BIT );
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
skyboxShader.use();
|
||||
skyboxShader.setMat4("projection", projection);
|
||||
|
||||
glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
skyboxShader.setMat4("view", centeredView);
|
||||
|
||||
glBindVertexArray(SkyboxVAO);
|
||||
skycubemap.Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void drawScene_pass(Shader& shader, Model& Object)
|
||||
{
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glStencilMask(0xFF);
|
||||
|
||||
//glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
|
||||
shader.use();
|
||||
shader.setMat4("model", model);
|
||||
shader.setMat4("view", view);
|
||||
@ -128,6 +203,8 @@ void drawScene_pass(Shader& shader, Model& Object)
|
||||
|
||||
void outline_pass( Shader& shader, Model& Object)
|
||||
{
|
||||
|
||||
|
||||
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
glStencilMask(0x00);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@ -142,6 +219,9 @@ void outline_pass( Shader& shader, Model& Object)
|
||||
shader.setMat4("model", model);
|
||||
|
||||
Object.Draw(shader);
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glStencilMask(0xFF);
|
||||
}
|
||||
|
||||
void DrawToScreen( GLuint& VAO, GLuint& ScreenTexture, Shader& shader)
|
||||
@ -179,6 +259,7 @@ int main() {
|
||||
Shader shader ("shader.vs", "shader.fs");
|
||||
Shader outlineShader("shader.vs","outlineshader.fs");
|
||||
Shader framebufferShader("Framebuffers.vs", "Framebuffers.fs" );
|
||||
Shader skyboxShader("skybox.vs", "Cubemap.fs");
|
||||
|
||||
Model backpack("Models/backpack.obj");
|
||||
|
||||
@ -223,7 +304,12 @@ int main() {
|
||||
|
||||
framebuffer.Unbind();
|
||||
|
||||
Cubemap skybox= Cubemap ();
|
||||
skybox.Bind();
|
||||
skybox.loadCubeTextures(faces);
|
||||
|
||||
// Create ScreenVAO
|
||||
#pragma region ScreenVAO
|
||||
GLuint ScreenVAO, VBO;
|
||||
glGenVertexArrays(1, &ScreenVAO);
|
||||
glBindVertexArray(ScreenVAO);
|
||||
@ -240,7 +326,25 @@ int main() {
|
||||
|
||||
|
||||
glBindVertexArray(0);
|
||||
#pragma endregion ScreenVAO
|
||||
|
||||
|
||||
// Create SkyboxVAO
|
||||
GLuint SkyboxVAO, SkyboxVBO;
|
||||
glGenVertexArrays(1, &SkyboxVAO);
|
||||
glBindVertexArray(SkyboxVAO);
|
||||
|
||||
glGenBuffers(1, &SkyboxVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, SkyboxVBO);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, skyboxVertices.size() * sizeof(float), &skyboxVertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0,3, GL_FLOAT,GL_FALSE, 3 * sizeof(float),(void*) 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
@ -264,22 +368,23 @@ while(!glfwWindowShouldClose(window))
|
||||
|
||||
|
||||
framebuffer.Bind();
|
||||
drawScene_pass(shader, backpack);
|
||||
//outline_pass(outlineShader, backpack);
|
||||
|
||||
|
||||
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
Skybox_pass(SkyboxVAO, skyboxShader, skybox);
|
||||
|
||||
drawScene_pass(shader, backpack);
|
||||
|
||||
outline_pass(outlineShader, backpack);
|
||||
|
||||
DrawToScreen(ScreenVAO, ColourBuffer->id, framebufferShader);
|
||||
|
||||
// Reset stencil
|
||||
|
||||
// Reset stencil
|
||||
glStencilMask(0xFF);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user