1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
|
#include "skyboxenvironment.h"
#include "Graphics/global.h"
SkyboxEnvironment::SkyboxEnvironment(std::shared_ptr<Camera> camera):
m_camera(camera),
m_rotation_mat(std::make_shared<ModelTransform>())
{
initializeVAO();
}
void SkyboxEnvironment::initializeVAO(){
skybox_tex = Global::graphics.loadCubeMap(m_skyboxTextureFiles);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, m_vertices.size()*sizeof(float), m_vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
// unbind
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void SkyboxEnvironment::draw(){
glDepthFunc(GL_LEQUAL);
glDisable(GL_CULL_FACE);
Global::graphics.bindShader("skybox");
//Global::graphics.setCameraData(m_camera);
// activate texture
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_tex);
// manually set view and projection, for non-translating view
glm::mat4 projection = m_camera->getProjection();
glm::mat4 view = m_camera->getView();
view[3] = glm::vec4(0.f);
glUniformMatrix4fv(glGetUniformLocation(Global::graphics.getShaderID("skybox"), "view"), 1, GL_FALSE, glm::value_ptr(view[0]));
glUniformMatrix4fv(glGetUniformLocation(Global::graphics.getShaderID("skybox"), "projection"), 1, GL_FALSE, glm::value_ptr(projection[0]));
// apply rotation matrix
glUniformMatrix4fv(glGetUniformLocation(Global::graphics.getShaderID("skybox"), "rotation"), 1, GL_FALSE, glm::value_ptr(m_rotation_mat->getRotation()[0]));
//Global::graphics.setGlobalData(glm::vec3(.5f));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
glDepthFunc(GL_LESS);
}
void SkyboxEnvironment::update(double deltaTime){
m_rotation += ROTATE_SPEED * deltaTime;
m_rotation_mat->rotate(glm::radians(ROTATE_SPEED), glm::vec3(0.f, 1.f, 0.f));
}
|