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cd906be4c9
Author | SHA1 | Date | |
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cd906be4c9 | ||
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a36407c75e | ||
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9b06763cfb | ||
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d10606dca5 | ||
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9162b9327e | ||
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fed15e4ff8 | ||
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a9a7422a19 | ||
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c0e6669045 | ||
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2e47b379fc |
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@ -29,11 +29,19 @@ struct PointLight {
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float quadratic;
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float quadratic;
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};
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};
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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// I/O
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// I/O
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in vec3 vPos;
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in vec3 vPos;
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in vec3 vNormal;
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in vec3 vNormal;
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in vec2 vTexCoords;
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in vec2 vTexCoords;
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flat in int vSurfaceZ;
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out vec4 FragColor;
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out vec4 FragColor;
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@ -44,6 +52,7 @@ uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform int numPointLights;
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uniform int numPointLights;
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uniform DirLight sunLight;
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uniform DirLight sunLight;
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uniform Material material;
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uniform Material material;
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uniform sampler2DArray studs;
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// Functions
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// Functions
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@ -61,8 +70,9 @@ void main() {
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for (int i = 0; i < numPointLights; i++) {
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for (int i = 0; i < numPointLights; i++) {
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result += calculatePointLight(pointLights[i]);
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result += calculatePointLight(pointLights[i]);
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}
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}
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FragColor = vec4(result, 1.0);
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vec4 studPx = texture(studs, vec3(vTexCoords, vSurfaceZ));
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FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1);
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}
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}
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vec3 calculateDirectionalLight(DirLight light) {
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vec3 calculateDirectionalLight(DirLight light) {
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@ -3,18 +3,60 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 2) in vec2 aTexCoords;
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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const int SurfaceSmooth = 0;
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const int SurfaceGlue = 1;
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const int SurfaceWeld = 2;
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const int SurfaceStuds = 3;
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const int SurfaceInlets = 4;
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const int SurfaceUniversal = 5;
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out vec3 vPos;
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out vec3 vPos;
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out vec3 vNormal;
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out vec3 vNormal;
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out vec2 vTexCoords;
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out vec2 vTexCoords;
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flat out int vSurfaceZ;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat3 normalMatrix;
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uniform mat3 normalMatrix;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 projection;
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uniform int surfaces[6];
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uniform vec3 texScale;
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void main()
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void main()
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{
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vPos = vec3(model * vec4(aPos, 1.0));
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vPos = vec3(model * vec4(aPos, 1.0));
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vNormal = normalMatrix * aNormal;
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vNormal = normalMatrix * aNormal;
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int vFace = aNormal == vec3(0,1,0) ? FaceTop :
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aNormal == vec3(0, -1, 0) ? FaceBottom :
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aNormal == vec3(1, 0, 0) ? FaceRight :
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aNormal == vec3(-1, 0, 0) ? FaceLeft :
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aNormal == vec3(0, 0, 1) ? FaceFront :
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aNormal == vec3(0, 0, -1) ? FaceBack : -1;
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vSurfaceZ = surfaces[vFace];
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// if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
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switch (vFace) {
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case FaceTop:
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case FaceBottom:
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// vTexCoords = aTexCoords * vec2(texScale.x / 2, fract(surfaceOffset + texScale.z / 12));
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vTexCoords = aTexCoords * vec2(texScale.x, texScale.z) / 2;
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break;
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case FaceLeft:
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case FaceRight:
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vTexCoords = aTexCoords * vec2(texScale.y, texScale.z) / 2;
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break;
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case FaceFront:
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case FaceBack:
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vTexCoords = aTexCoords * vec2(texScale.x, texScale.y) / 2;
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break;
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};
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}
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}
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16
assets/shaders/skybox.fs
Normal file
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@ -0,0 +1,16 @@
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#version 330 core
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uniform samplerCube skybox;
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// in vec3 vPos;
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// in vec3 vNormal;
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in vec3 vTexCoords;
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out vec4 fColor;
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// Main
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void main() {
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// fColor = texture(uTexture, vTexCoords);
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fColor = texture(skybox, vTexCoords);
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}
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17
assets/shaders/skybox.vs
Normal file
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@ -0,0 +1,17 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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// out vec3 vPos;
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// out vec3 vNormal;
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out vec3 vTexCoords;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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vTexCoords = aPos;
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gl_Position = projection * view * vec4(aPos, 1.0);
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}
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1
assets/textures/skybox/copyright.txt
Normal file
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@ -0,0 +1 @@
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null_plainsky is copyright of Jauhn Dabz, jauhn@yahoo.com, https://nullpoint.fragland.net
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BIN
assets/textures/skybox/null_plainsky512_bk.jpg
Normal file
After Width: | Height: | Size: 48 KiB |
BIN
assets/textures/skybox/null_plainsky512_dn.jpg
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
assets/textures/skybox/null_plainsky512_ft.jpg
Normal file
After Width: | Height: | Size: 47 KiB |
BIN
assets/textures/skybox/null_plainsky512_lf.jpg
Normal file
After Width: | Height: | Size: 43 KiB |
BIN
assets/textures/skybox/null_plainsky512_rt.jpg
Normal file
After Width: | Height: | Size: 49 KiB |
BIN
assets/textures/skybox/null_plainsky512_up.jpg
Normal file
After Width: | Height: | Size: 28 KiB |
BIN
assets/textures/studs.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
assets/textures/studs.psd
Normal file
BIN
assets/textures/studs.xcf
Normal file
BIN
assets/textures/studs1.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
assets/textures/studs_beta.png
Normal file
After Width: | Height: | Size: 5.9 KiB |
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@ -18,7 +18,7 @@ public:
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float pitch = 0., yaw = -90., roll = 0.;
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float pitch = 0., yaw = -90., roll = 0.;
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float movementSpeed = 5.0f;
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float movementSpeed = 10.0f;
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float mouseSensitivity = 0.2f;
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float mouseSensitivity = 0.2f;
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Camera(glm::vec3 initialPosition);
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Camera(glm::vec3 initialPosition);
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@ -45,9 +45,9 @@ int main() {
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parts.push_back(Part {
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parts.push_back(Part {
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.position = glm::vec3(0, -5, 0),
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.position = glm::vec3(0, -5, 0),
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.rotation = glm::vec3(0),
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.rotation = glm::vec3(0),
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.scale = glm::vec3(5, 1, 5),
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.scale = glm::vec3(512, 1.2, 512),
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.material = Material {
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.material = Material {
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.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
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.diffuse = glm::vec3(0.388235, 0.372549, 0.384314),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.shininess = 32.0f,
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.shininess = 32.0f,
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},
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},
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@ -58,9 +58,9 @@ int main() {
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parts.push_back(Part {
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parts.push_back(Part {
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.position = glm::vec3(0),
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.position = glm::vec3(0),
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.rotation = glm::vec3(0),
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.rotation = glm::vec3(0),
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.scale = glm::vec3(1, 1, 1),
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.scale = glm::vec3(4, 1.2, 2),
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.material = Material {
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.material = Material {
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.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
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.diffuse = glm::vec3(0.639216f, 0.635294f, 0.647059f),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.specular = glm::vec3(0.5f, 0.5f, 0.5f),
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.shininess = 32.0f,
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.shininess = 32.0f,
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}
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}
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@ -30,6 +30,7 @@ void simulationInit() {
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rp::Quaternion orientation = rp::Quaternion::identity();
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rp::Quaternion orientation = rp::Quaternion::identity();
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rp::Transform transform(position, orientation);
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rp::Transform transform(position, orientation);
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rp::RigidBody* body = world->createRigidBody(transform);
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rp::RigidBody* body = world->createRigidBody(transform);
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world->setGravity(rp::Vector3(0, -196.2, 0));
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}
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}
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void syncPartPhysics(Part& part) {
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void syncPartPhysics(Part& part) {
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@ -48,13 +49,14 @@ void syncPartPhysics(Part& part) {
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part.rigidBody->removeCollider(part.rigidBody->getCollider(0));
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part.rigidBody->removeCollider(part.rigidBody->getCollider(0));
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}
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}
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if (part.rigidBody->getNbColliders() == 0)
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part.rigidBody->addCollider(shape, rp::Transform());
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part.rigidBody->addCollider(shape, rp::Transform());
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part.rigidBody->setType(part.anchored ? rp::BodyType::STATIC : rp::BodyType::DYNAMIC);
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part.rigidBody->setType(part.anchored ? rp::BodyType::STATIC : rp::BodyType::DYNAMIC);
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}
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}
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void physicsStep(float deltaTime) {
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void physicsStep(float deltaTime) {
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// Step the simulation a few steps
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// Step the simulation a few steps
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world->update(deltaTime);
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world->update(deltaTime / 2);
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for (Part& part : parts) {
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for (Part& part : parts) {
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const rp::Transform& transform = part.rigidBody->getTransform();
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const rp::Transform& transform = part.rigidBody->getTransform();
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@ -5,7 +5,7 @@ Mesh* CUBE_MESH;
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void initMeshes() {
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void initMeshes() {
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static float vertices[] = {
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static float vertices[] = {
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// positions // normals // texture coords
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// positions // normals // texture coords
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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@ -3,6 +3,7 @@
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#include <GL/gl.h>
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#include <GL/gl.h>
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#include <cstdio>
|
#include <cstdio>
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#include <glm/ext.hpp>
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#include <glm/ext.hpp>
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#include <glm/ext/matrix_float4x4.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/trigonometric.hpp>
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#include <glm/trigonometric.hpp>
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@ -13,12 +14,18 @@
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#include "defaultmeshes.h"
|
#include "defaultmeshes.h"
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#include "../camera.h"
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#include "../camera.h"
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#include "../part.h"
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#include "../part.h"
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#include "skybox.h"
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#include "surface.h"
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#include "texture3d.h"
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|
|
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#include "renderer.h"
|
#include "renderer.h"
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|
|
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Shader *shader = NULL;
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Shader *shader = NULL;
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|
Shader *skyboxShader = NULL;
|
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extern Camera camera;
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extern Camera camera;
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extern std::vector<Part> parts;
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extern std::vector<Part> parts;
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Skybox* skyboxTexture = NULL;
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Texture3D* studsTexture = NULL;
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|
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void renderInit(GLFWwindow* window) {
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void renderInit(GLFWwindow* window) {
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glViewport(0, 0, 1200, 900);
|
glViewport(0, 0, 1200, 900);
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@ -26,31 +33,46 @@ void renderInit(GLFWwindow* window) {
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initMeshes();
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initMeshes();
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|
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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||||||
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skyboxTexture = new Skybox({
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"assets/textures/skybox/null_plainsky512_lf.jpg",
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"assets/textures/skybox/null_plainsky512_rt.jpg",
|
||||||
|
"assets/textures/skybox/null_plainsky512_up.jpg",
|
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"assets/textures/skybox/null_plainsky512_dn.jpg",
|
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"assets/textures/skybox/null_plainsky512_ft.jpg",
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"assets/textures/skybox/null_plainsky512_bk.jpg",
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}, GL_RGB);
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|
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studsTexture = new Texture3D("assets/textures/studs.png", 128, 128, 6, GL_RGBA);
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|
|
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// Compile shader
|
// Compile shader
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shader = new Shader("assets/shaders/phong.vs", "assets/shaders/phong.fs");
|
shader = new Shader("assets/shaders/phong.vs", "assets/shaders/phong.fs");
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|
skyboxShader = new Shader("assets/shaders/skybox.vs", "assets/shaders/skybox.fs");
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}
|
}
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|
|
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void render(GLFWwindow* window) {
|
void renderParts() {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
glDepthMask(GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
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||||||
// Use shader
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// Use shader
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shader->use();
|
shader->use();
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shader->set("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
|
// shader->set("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
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||||||
shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
|
// shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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||||||
|
|
||||||
// view/projection transformations
|
// view/projection transformations
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glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
|
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
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||||||
glm::mat4 view = camera.getLookAt();
|
glm::mat4 view = camera.getLookAt();
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shader->set("projection", projection);
|
shader->set("projection", projection);
|
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shader->set("view", view);
|
shader->set("view", view);
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||||||
shader->set("material", Material {
|
// shader->set("material", Material {
|
||||||
// .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
|
// // .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
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||||||
.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
|
// .diffuse = glm::vec3(0.639216f, 0.635294f, 0.647059f),
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||||||
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
// .specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
||||||
.shininess = 32.0f,
|
// .shininess = 16.0f,
|
||||||
});
|
// });
|
||||||
shader->set("sunLight", DirLight {
|
shader->set("sunLight", DirLight {
|
||||||
.direction = glm::vec3(-0.2f, -1.0f, -0.3f),
|
.direction = glm::vec3(-0.2f, -1.0f, -0.3f),
|
||||||
.ambient = glm::vec3(0.2f, 0.2f, 0.2f),
|
.ambient = glm::vec3(0.2f, 0.2f, 0.2f),
|
||||||
|
@ -67,6 +89,11 @@ void render(GLFWwindow* window) {
|
||||||
// .linear = 0.9,
|
// .linear = 0.9,
|
||||||
// .quadratic = 0.32,
|
// .quadratic = 0.32,
|
||||||
// });
|
// });
|
||||||
|
studsTexture->activate(0);
|
||||||
|
shader->set("studs", 0);
|
||||||
|
// shader->set("surfaces[1]", SurfaceStuds);
|
||||||
|
shader->set("surfaces[1]", SurfaceStuds);
|
||||||
|
shader->set("surfaces[4]", SurfaceInlets);
|
||||||
|
|
||||||
// Pre-calculate the normal matrix for the shader
|
// Pre-calculate the normal matrix for the shader
|
||||||
|
|
||||||
|
@ -79,10 +106,38 @@ void render(GLFWwindow* window) {
|
||||||
model = model * glm::mat4_cast(part.rotation);
|
model = model * glm::mat4_cast(part.rotation);
|
||||||
model = glm::scale(model, part.scale);
|
model = glm::scale(model, part.scale);
|
||||||
shader->set("model", model);
|
shader->set("model", model);
|
||||||
|
shader->set("material", part.material);
|
||||||
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
|
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
|
||||||
shader->set("normalMatrix", normalMatrix);
|
shader->set("normalMatrix", normalMatrix);
|
||||||
|
shader->set("texScale", part.scale);
|
||||||
|
|
||||||
CUBE_MESH->bind();
|
CUBE_MESH->bind();
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void renderSkyBox() {
|
||||||
|
glDepthMask(GL_FALSE);
|
||||||
|
|
||||||
|
skyboxShader->use();
|
||||||
|
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)1200 / (float)900, 0.1f, 100.0f);
|
||||||
|
// Remove translation component of view, making us always at (0, 0, 0)
|
||||||
|
glm::mat4 view = glm::mat4(glm::mat3(camera.getLookAt()));
|
||||||
|
|
||||||
|
skyboxShader->set("projection", projection);
|
||||||
|
skyboxShader->set("view", view);
|
||||||
|
|
||||||
|
skyboxShader->set("uTexture", 0);
|
||||||
|
|
||||||
|
CUBE_MESH->bind();
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
void render(GLFWwindow* window) {
|
||||||
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
renderSkyBox();
|
||||||
|
renderParts();
|
||||||
}
|
}
|
44
src/rendering/skybox.cpp
Normal file
|
@ -0,0 +1,44 @@
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GL/gl.h>
|
||||||
|
#include <stb/stb_image.h>
|
||||||
|
|
||||||
|
#include "skybox.h"
|
||||||
|
|
||||||
|
Skybox::Skybox(std::array<std::string, 6> faces, unsigned int format) {
|
||||||
|
glGenTextures(1, &this->ID);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, this->ID);
|
||||||
|
|
||||||
|
// stbi_set_flip_vertically_on_load(true);
|
||||||
|
for (unsigned int i = 0; i< faces.size(); i++) {
|
||||||
|
int width, height, nrChannels;
|
||||||
|
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height,
|
||||||
|
&nrChannels, 0);
|
||||||
|
|
||||||
|
if (!data) {
|
||||||
|
printf("Failed to load texture '%s'\n", faces[i].c_str());
|
||||||
|
abort();
|
||||||
|
}
|
||||||
|
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, width, height, 0, format,
|
||||||
|
GL_UNSIGNED_BYTE, data);
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wrapping
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
|
// Interpolation
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
}
|
||||||
|
|
||||||
|
Skybox::~Skybox() {
|
||||||
|
glDeleteTextures(1, &this->ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Skybox::activate(unsigned int textureIdx) {
|
||||||
|
glActiveTexture(GL_TEXTURE0 + textureIdx);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||||
|
}
|
16
src/rendering/skybox.h
Normal file
|
@ -0,0 +1,16 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
#include <string>
|
||||||
|
#include <vector>
|
||||||
|
#define GL_RGB 0x1907
|
||||||
|
|
||||||
|
class Skybox {
|
||||||
|
private:
|
||||||
|
unsigned int ID;
|
||||||
|
public:
|
||||||
|
Skybox(std::array<std::string, 6>, unsigned format = GL_RGB);
|
||||||
|
~Skybox();
|
||||||
|
|
||||||
|
void activate(unsigned int textureIdx);
|
||||||
|
};
|
10
src/rendering/surface.h
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
enum SurfaceType {
|
||||||
|
SurfaceSmooth = 0,
|
||||||
|
SurfaceGlue = 1,
|
||||||
|
SurfaceWeld = 2,
|
||||||
|
SurfaceStuds = 3,
|
||||||
|
SurfaceInlets = 4,
|
||||||
|
SurfaceUniversal = 5,
|
||||||
|
};
|
43
src/rendering/texture.cpp
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
#include "texture.h"
|
||||||
|
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GL/gl.h>
|
||||||
|
#include <stb/stb_image.h>
|
||||||
|
|
||||||
|
Texture::Texture(const char* texturePath, unsigned int format, bool noMipMaps) {
|
||||||
|
glGenTextures(1, &this->ID);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||||
|
|
||||||
|
// Wrapping
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
|
||||||
|
// Interpolation
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
|
||||||
|
// stbi_set_flip_vertically_on_load(true);
|
||||||
|
int width, height, nrChannels;
|
||||||
|
unsigned char *data = stbi_load(texturePath, &width, &height,
|
||||||
|
&nrChannels, 0);
|
||||||
|
|
||||||
|
if (!data) {
|
||||||
|
printf("Failed to load texture '%s'\n", texturePath);
|
||||||
|
abort();
|
||||||
|
}
|
||||||
|
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
|
||||||
|
GL_UNSIGNED_BYTE, data);
|
||||||
|
if (!noMipMaps) glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture::~Texture() {
|
||||||
|
glDeleteTextures(1, &this->ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Texture::activate(unsigned int textureIdx) {
|
||||||
|
glActiveTexture(GL_TEXTURE0 + textureIdx);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||||
|
}
|
13
src/rendering/texture.h
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#define GL_RGB 0x1907
|
||||||
|
|
||||||
|
class Texture {
|
||||||
|
private:
|
||||||
|
unsigned int ID;
|
||||||
|
public:
|
||||||
|
Texture(const char* texturePath, unsigned format = GL_RGB, bool noMipMaps = false);
|
||||||
|
~Texture();
|
||||||
|
|
||||||
|
void activate(unsigned int textureIdx);
|
||||||
|
};
|
43
src/rendering/texture3d.cpp
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
#include "texture3d.h"
|
||||||
|
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GL/gl.h>
|
||||||
|
#include <stb/stb_image.h>
|
||||||
|
|
||||||
|
Texture3D::Texture3D(const char* texturePath, unsigned int tileWidth, unsigned int tileHeight, unsigned int tileCount, unsigned int format) {
|
||||||
|
glGenTextures(1, &this->ID);
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, this->ID);
|
||||||
|
|
||||||
|
// Wrapping
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_REPEAT);
|
||||||
|
|
||||||
|
// Interpolation
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
|
||||||
|
// stbi_set_flip_vertically_on_load(true);
|
||||||
|
int width, height, nrChannels;
|
||||||
|
unsigned char *data = stbi_load(texturePath, &width, &height,
|
||||||
|
&nrChannels, 0);
|
||||||
|
|
||||||
|
if (!data) {
|
||||||
|
printf("Failed to load texture '%s'\n", texturePath);
|
||||||
|
abort();
|
||||||
|
}
|
||||||
|
|
||||||
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, format, tileWidth, tileHeight, /* no of layers= */ tileCount, 0, format,
|
||||||
|
GL_UNSIGNED_BYTE, data);
|
||||||
|
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture3D::~Texture3D() {
|
||||||
|
glDeleteTextures(1, &this->ID);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Texture3D::activate(unsigned int textureIdx) {
|
||||||
|
glActiveTexture(GL_TEXTURE0 + textureIdx);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, this->ID);
|
||||||
|
}
|
13
src/rendering/texture3d.h
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#define GL_RGB 0x1907
|
||||||
|
|
||||||
|
class Texture3D {
|
||||||
|
private:
|
||||||
|
unsigned int ID;
|
||||||
|
public:
|
||||||
|
Texture3D(const char* texturePath, unsigned int tileWidth, unsigned int tileHeight, unsigned int tileCount, unsigned format = GL_RGB);
|
||||||
|
~Texture3D();
|
||||||
|
|
||||||
|
void activate(unsigned int textureIdx);
|
||||||
|
};
|
2
src/stb.cpp
Normal file
|
@ -0,0 +1,2 @@
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include <stb/stb_image.h>
|