113 lines
2.9 KiB
C++
113 lines
2.9 KiB
C++
#include <glm/mat4x4.hpp>
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#include <glm/mat3x3.hpp>
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#include "skyboxmodule.h"
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#include "phongentity.h"
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#include "shader.h"
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#include "texture.h"
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#include "camera.h"
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#include "glassert.h"
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SkyboxModule::SkyboxModule(Texture* myCubeMap)
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{
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if(requiresModernOpenGL())
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{
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shader = new Shader(vertSource, fragSource);
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cubeMap = myCubeMap;
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// set up vao
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glAssert(glGenVertexArrays(1, &vao));
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glAssert(glBindVertexArray(vao));
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glAssert(glGenBuffers(1, &vbo));
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glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo));
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glAssert(glBufferData(GL_ARRAY_BUFFER, 108 * sizeof(GLfloat), skyboxVertices, GL_STATIC_DRAW));
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glAssert(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float)*3, NULL));
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glAssert(glEnableVertexAttribArray(0));
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glAssert(glBindVertexArray(0));
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mvpLocation = shader->getLocation("MVP");
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}
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}
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SkyboxModule::~SkyboxModule()
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{
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glAssert(glDeleteVertexArrays(1, &vao));
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glAssert(glDeleteBuffers(1, &vbo));
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}
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void SkyboxModule::renderGL(Camera* myCamera)
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{
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shader->bind();
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glm::mat4 mvp = myCamera->getProjectionMatrix() * glm::mat4(glm::mat3(myCamera->getViewMatrix()));
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glAssert(glDepthMask(GL_FALSE));
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cubeMap->bind(0);
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shader->bindMatrix(mvpLocation, mvp);
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glAssert(glBindVertexArray(vao));
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glAssert(glDrawArrays(GL_TRIANGLES, 0, 36));
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glAssert(glDepthMask(GL_TRUE));
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}
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const GLfloat SkyboxModule::skyboxVertices[] = {
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f
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};
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const std::string SkyboxModule::vertSource =
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"#version 330 core\n\
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layout(location = 0)in vec3 inPosition;\n\
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out vec3 varTexCoord;\n\
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uniform mat4 MVP;\n\
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void main()\n\
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{\n\
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gl_Position = MVP * vec4(inPosition, 1.0);\n\
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varTexCoord = inPosition;\n\
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}\n";
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const std::string SkyboxModule::fragSource =
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"#version 330 core\n\
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in vec3 varTexCoord;\n\
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out vec4 outColor;\n\
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uniform samplerCube skybox;\n\
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void main()\n\
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{\n\
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outColor = texture(skybox, varTexCoord);\n\
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}\n";
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