Add Skybox
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -2,3 +2,4 @@ build
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.directory
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lib/assimp/libassimp.so.5.0.0
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res/models
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res/textures
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@@ -9,7 +9,7 @@ Size=894,195
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Collapsed=0
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[Window][Debug Utils]
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Pos=14,16
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Pos=39,30
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Size=908,204
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Collapsed=0
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13
res/shaders/skybox.frag
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13
res/shaders/skybox.frag
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@@ -0,0 +1,13 @@
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#version 330 core
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layout(location = 0) out vec4 f_color;
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in vec3 v_texCoord;
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uniform samplerCube u_skybox;
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void main() {
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f_color = texture(u_skybox, v_texCoord);
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}
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17
res/shaders/skybox.vert
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17
res/shaders/skybox.vert
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@@ -0,0 +1,17 @@
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#version 330 core
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layout(location = 0) in vec3 a_position;
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out vec3 v_texCoord;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 u_viewProjectionMatrix;
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void main() {
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gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0);
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v_texCoord = a_position;
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}
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@@ -20,6 +20,8 @@ public:
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void lookAtTarget(glm::vec3 target);
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void lookForward();
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glm::mat4 getView() { return viewMatrix; }
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glm::mat4 getProj() { return projectionMatrix; }
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glm::mat4 getViewProj() { return viewProjectionMatrix; }
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glm::vec3 getPosition() { return position; }
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glm::vec3 getDirection() { return frontVec; }
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@@ -78,6 +78,7 @@ void Controller::run() {
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ShaderProgram shaderProgram("res/shaders/basic.vert", "res/shaders/basic.frag");
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ShaderProgram lightProgram("res/shaders/light.vert", "res/shaders/light.frag");
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ShaderProgram skyboxProgram("res/shaders/skybox.vert", "res/shaders/skybox.frag");
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//Model model_backpack("res/models/backpack.ffo");
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//Model model_plant("res/models/plant.ffo");
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@@ -104,6 +105,8 @@ void Controller::run() {
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lightSource.setRotation(glm::vec3(0.f));
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lightSource.setPosition(glm::vec3(-2.f, 1.5f, 2.f));
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Skybox skybox(&model_cube, &skyboxProgram, "res/textures/skybox/");
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World world(&shaderProgram);
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world.addEntity(dragon);
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world.addEntity(lightSource);
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@@ -137,6 +140,8 @@ void Controller::run() {
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camera->lookForward();
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camera->updateVPM();
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skybox.draw(camera->getView(), camera->getProj());
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world.draw(camera->getViewProj(), camera->getPosition());
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#ifdef _DEBUG
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@@ -80,3 +80,44 @@ void Entity::updateModelMatrix() {
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modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
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}
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Skybox::Skybox(Model *cubeModel, ShaderProgram *shaderProgram, const char *texturePseudoPath)
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: cubeModel(cubeModel),
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shaderProgram(shaderProgram),
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cubeMap(texturePseudoPath),
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vertexArray(cubeModel->getMesh(0)->getVertexArray()) {
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// Empty
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}
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void Skybox::draw(glm::mat4 viewMatrix, glm::mat4 projectionMatrix) {
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// To disable face culling first get current state
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GLboolean active;
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glGetBooleanv(GL_CULL_FACE_MODE, &active);
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glDisable(GL_CULL_FACE);
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glDepthMask(GL_FALSE);
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shaderProgram->bind();
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glm::mat4 viewProjectionMatrix = projectionMatrix * glm::mat4(glm::mat3(viewMatrix));
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shaderProgram->setUniform("u_viewProjectionMatrix", viewProjectionMatrix);
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cubeMap.bind(shaderProgram);
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cubeModel->getMesh(0)->drawWithoutTextures(shaderProgram);
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cubeMap.unbind();
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shaderProgram->unbind();
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glDepthMask(GL_TRUE);
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// Restore face culling
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if(active)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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}
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23
src/Entity.h
23
src/Entity.h
@@ -1,6 +1,7 @@
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#pragma once
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#include "Model.h"
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#include "Texture.h"
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#include "ShaderProgram.h"
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#include <glm/glm.hpp>
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@@ -46,6 +47,26 @@ private:
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glm::mat4 modelMatrix = glm::mat4(1.0f);
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ShaderProgram* shaderProgram;
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ShaderProgram *shaderProgram;
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};
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class Skybox {
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public:
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Skybox(Model *cubeModel, ShaderProgram *shaderProgram, const char *texturePseudoPath);
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~Skybox() = default;
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void draw(glm::mat4 viewMatrix, glm::mat4 projectionMatrix);
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private:
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Model *cubeModel;
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ShaderProgram *shaderProgram;
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CubeMap cubeMap;
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VertexArray *vertexArray;
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};
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@@ -34,5 +34,12 @@ void Mesh::draw(ShaderProgram *shaderProgram) {
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(*it)->unbind();
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}
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}
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void Mesh::drawWithoutTextures(ShaderProgram *shaderProgram) {
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vertexArray.bind();
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glDrawElements(GL_TRIANGLES, numElements, GL_UNSIGNED_INT, 0);
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vertexArray.unbind();
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}
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@@ -15,6 +15,9 @@ public:
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~Mesh() = default;
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void draw(ShaderProgram *shaderProgram);
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void drawWithoutTextures(ShaderProgram *shaderProgram);
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VertexArray * getVertexArray() { return &vertexArray; }
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private:
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@@ -14,6 +14,8 @@ public:
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void draw(ShaderProgram *shaderProgram);
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Mesh * getMesh(unsigned int index) { return meshes[index]; }
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private:
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@@ -23,17 +23,14 @@ Texture::Texture(const char* texturePath, uint8_t textureType) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if(textureBuffer) {
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if(!textureBuffer) {
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std::cout << "[Warning] Texture " << texturePath << " not found!" << std::endl;
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return;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureBuffer);
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//glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "[Warning] Texture " << texturePath << " not found!" << std::endl;
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}
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stbi_image_free(textureBuffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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@@ -76,3 +73,72 @@ void Texture::bind(uint8_t textureUnit, ShaderProgram* shaderProgram, uint8_t te
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void Texture::unbind() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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CubeMap::CubeMap(const char* texturePseudoPath) {
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// Reserve space in vector so that elements can be accessed explicitly.
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texturePaths.resize(CUBEMAP_FACES_NUM_ITEMS);
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fillTexturePathVector(texturePseudoPath);
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stbi_set_flip_vertically_on_load(0);
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureId);
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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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for(unsigned int i = 0; i < CUBEMAP_FACES_NUM_ITEMS; i++) {
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auto *textureBuffer = stbi_load(texturePaths[i].c_str(), &textureWidth, &textureHeight, &bitsPerPixel, STBI_rgb_alpha);
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if(!textureBuffer) {
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std::cout << "[Warning] CubeMap Texture " << texturePaths[i].c_str() << " not found!" << std::endl;
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return;
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}
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureBuffer);
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stbi_image_free(textureBuffer);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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CubeMap::~CubeMap() {
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glDeleteTextures(1, &textureId);
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}
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void CubeMap::bind(ShaderProgram *shaderProgram) {
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std::string uniformName = "u_skybox";
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shaderProgram->setUniform(uniformName.c_str(), 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureId);
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}
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void CubeMap::unbind() {
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void CubeMap::fillTexturePathVector(const char* texturePseudoPath) {
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for(unsigned int i = 0; i < CUBEMAP_FACES_NUM_ITEMS; i++) {
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texturePaths[cm_front] = std::string(texturePseudoPath) + "front.png";
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texturePaths[cm_back] = std::string(texturePseudoPath) + "back.png";
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texturePaths[cm_top] = std::string(texturePseudoPath) + "top.png";
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texturePaths[cm_bottom] = std::string(texturePseudoPath) + "bottom.png";
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texturePaths[cm_left] = std::string(texturePseudoPath) + "left.png";
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texturePaths[cm_right] = std::string(texturePseudoPath) + "right.png";
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}
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}
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@@ -3,9 +3,14 @@
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#include "ShaderProgram.h"
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#include "defines.h"
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#include <cstdint>
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#include <glad/glad.h>
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#include <string>
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#include <vector>
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// Order is important!
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enum cubeMapFaces{cm_right, cm_left, cm_top, cm_bottom, cm_back, cm_front, CUBEMAP_FACES_NUM_ITEMS};
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class Texture {
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@@ -33,3 +38,27 @@ private:
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uint8_t textureType;
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};
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class CubeMap {
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public:
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CubeMap(const char* texturePseudoPath);
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~CubeMap();
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void bind(ShaderProgram *shaderProgram);
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void unbind();
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private:
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void fillTexturePathVector(const char* texturePseudoPath);
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std::vector<std::string> texturePaths;
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GLuint textureId;
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int32_t textureWidth;
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int32_t textureHeight;
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int32_t bitsPerPixel;
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};
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@@ -9,7 +9,7 @@
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Window::Window() {
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width = INIT_WINDOW_WIDTH; height = INIT_WINDOW_HEIGHT;
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window = glfwCreateWindow(width, height, "Fall-Fever", NULL, NULL);
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window = glfwCreateWindow(width, height, "OpenGL", NULL, NULL);
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if(!window) {
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std::cout << "Failed to create window" << std::endl;
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}
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