Cubemap added, Skybox pass implemented

This commit is contained in:
2022-10-16 20:14:06 +02:00
parent db448390ae
commit e7a119f0dd
13 changed files with 236 additions and 18 deletions

View File

@ -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();
}