day-night loop, dynamic skybox, clock on debug panel
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#include "Skybox.h"
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#include <GL/glew.h>
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#include <iostream>
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#include <glm/glm.hpp>
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#include "../../graphics/Shader.h"
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#include "../../graphics/Mesh.h"
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#include "../../window/Window.h"
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using glm::vec3;
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Skybox::Skybox(uint size, Shader* shader) : size(size), shader(shader) {
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glGenTextures(1, &cubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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for (uint face = 0; face < 6; face++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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glGenFramebuffers(1, &fbo);
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float vertices[] {
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-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
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};
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vattr attrs[] {2, 0};
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mesh = new Mesh(vertices, 6, attrs);
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}
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Skybox::~Skybox() {
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glDeleteTextures(1, &cubemap);
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glDeleteFramebuffers(1, &fbo);
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delete mesh;
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}
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void Skybox::draw(Shader* shader) {
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shader->uniform1i("u_cubemap", 1);
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bind();
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mesh->draw();
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unbind();
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}
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void Skybox::refresh(float t, float mie, uint quality) {
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ready = true;
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
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shader->use();
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Window::viewport(0,0, size,size);
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const vec3 xaxs[] = {
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, 1.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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};
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const vec3 yaxs[] = {
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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};
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const vec3 zaxs[] = {
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{1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{0.0f, -1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, 1.0f},
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};
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t *= M_PI*2.0f;
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shader->uniform1i("u_quality", quality);
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shader->uniform1f("u_mie", mie);
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shader->uniform3f("u_lightDir", glm::normalize(vec3(sin(t), -cos(t), 0.7f)));
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for (uint face = 0; face < 6; face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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shader->uniform3f("u_xaxis", xaxs[face]);
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shader->uniform3f("u_yaxis", yaxs[face]);
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shader->uniform3f("u_zaxis", zaxs[face]);
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mesh->draw(GL_TRIANGLES);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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Window::viewport(0, 0, Window::width, Window::height);
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}
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void Skybox::bind() const {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
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glActiveTexture(GL_TEXTURE0);
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}
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void Skybox::unbind() const {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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