108 lines
2.8 KiB
C++
108 lines
2.8 KiB
C++
#include "skybox.h"
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#include "glassert.h"
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#include "shader.h"
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#include "material.h"
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#include "skyboxmaterial.h"
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#include "glm/glm.hpp"
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SkyBox::SkyBox(const QString filename[6]) : Entity(NULL, NULL, NULL)
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{
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Shader* shader = new Shader(&vertSource, &fragSource);
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mat = new SkyBoxMaterial(shader, filename);
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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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}
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SkyBox::~SkyBox()
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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 SkyBox::draw(const glm::mat4 viewMatrix, const glm::mat4 projectionMatrix)
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{
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glm::mat4 mvp = glm::mat4(glm::mat3(projectionMatrix * viewMatrix));
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Shader* shader = mat->getShader();
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glAssert(glDepthMask(GL_FALSE));
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shader->bind();
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mat->bindAttributes();
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shader->bindMatrix(shader->getLocation("MVP"), 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 SkyBox::skyboxVertices[] = {
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// Positions
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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 QString SkyBox::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 QString SkyBox::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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