Have a working skybox now.
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13 changed files with 158 additions and 2 deletions
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@ -1,6 +1,7 @@
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#include "scene.hpp"
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#include "dbc.hpp"
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#include <math.h>
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#include "skybox.hpp"
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void Scene::update() {
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float currentFrame = glfwGetTime();
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@ -51,6 +52,8 @@ void Scene::render(GLFWwindow* window) {
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draw_thing(shader, thing);
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}
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render_skybox(projection);
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framebuffer.commit();
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framebuffer.draw(screen);
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@ -73,3 +76,58 @@ void Scene::spawn(const std::string& name, components::Position& position, compo
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dbc::log($F("No model named: {}", name));
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}
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}
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void Scene::init_skybox() {
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glGenVertexArrays(1, &skyboxVAO);
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glGenBuffers(1, &skyboxVBO);
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glBindVertexArray(skyboxVAO);
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glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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load_skybox_textures();
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}
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void Scene::load_skybox_textures() {
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int width = 0;
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int height = 0;
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int nrChannels = 0;
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size_t face_i = 0;
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glGenTextures(1, &skybox_texture_id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture_id);
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for(const auto& face : skybox_faces) {
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unsigned char *data = stbi_load(face.c_str(), &width, &height, &nrChannels, 0);
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dbc::check(data != nullptr, $F("Failed to load skybox face {}", face));
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dbc::check(nrChannels == 3, $F("Skybox face {} must be RGB but you have {} channels", face, nrChannels));
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face_i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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face_i++;
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stbi_image_free(data);
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}
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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_MAG_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 Scene::render_skybox(const glm::mat4& projection) {
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glDepthFunc(GL_LEQUAL);
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skybox_shader.use();
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glm::mat4 view = glm::mat4(glm::mat3(camera.look_at()));
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skybox_shader.setMat4("view", view);
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skybox_shader.setMat4("projection", projection);
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glBindVertexArray(skyboxVAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture_id);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glDepthFunc(GL_LESS);
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}
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