feat: add sky box

This commit is contained in:
2026-03-14 17:05:35 +08:00
parent fd5314a1d1
commit cf423c7db4
7 changed files with 94 additions and 33 deletions

View File

@@ -29,7 +29,7 @@ public:
void update_cursor_position_camera(double xpos, double ypos);
const glm::mat4 get_camera_lookat() const;
const glm::vec3& get_camera_pos() const;
};

View File

@@ -39,3 +39,7 @@ const glm::mat4 Camera::get_camera_lookat() const{
CUBED_ASSERT_MSG(m_player, "nullptr");
return glm::lookAt(m_camera_pos, m_camera_pos + m_player->get_front(), glm::vec3(0.0f, 1.0f, 0.0f));
}
const glm::vec3& Camera::get_camera_pos() const {
return m_camera_pos;
}

View File

@@ -19,7 +19,7 @@
constexpr int NUM_VAO = 1;
GLuint rendering_program, outline_program;
GLuint world_program, outline_program, sky_program;
GLuint vao[NUM_VAO];
GLuint mv_loc, proj_loc;
int width ,height;
@@ -34,7 +34,7 @@ Camera camera;
TextureManager texture_manager;
World world;
GLuint outline_vbo, outline_indices_vbo;
GLuint outline_vbo, outline_indices_vbo, sky_vbo;
@@ -44,21 +44,27 @@ void setup_vertices(void) {
glBindVertexArray(vao[0]);
glBindVertexArray(0);
glGenBuffers(1, &outline_vbo);
glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
glGenBuffers(1, &outline_indices_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
glGenBuffers(1, &sky_vbo);
glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void init(GLFWwindow* window) {
rendering_program = Shader::create_shader_program("shaders/vShader.glsl", "shaders/fShader.glsl");
world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
camera.camera_init(&world.get_player("TestPlayer"));
glfwGetFramebufferSize(window, &width, &height);
@@ -94,34 +100,9 @@ void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
camera.update_cursor_position_camera(xpos, ypos);
}
void display(GLFWwindow* window, double current_time) {
delta_time = current_time - last_time;
last_time = current_time;
world.update(delta_time);
camera.update_move_camera();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(rendering_program);
glBindVertexArray(vao[0]);
mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
world.render();
void render_outline() {
glUseProgram(outline_program);
mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
const auto& block_pos = world.get_look_block_pos("TestPlayer");
@@ -142,6 +123,61 @@ void display(GLFWwindow* window, double current_time) {
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
}
void render_sky() {
glUseProgram(sky_program);
mv_loc = glGetUniformLocation(sky_program, "mv_matrix");
proj_loc = glGetUniformLocation(sky_program, "proj_matrix");
m_mat = glm::translate(glm::mat4(1.0f), camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, 36);
glEnable(GL_DEPTH_TEST);
}
void display(GLFWwindow* window, double current_time) {
delta_time = current_time - last_time;
last_time = current_time;
world.update(delta_time);
camera.update_move_camera();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao[0]);
render_sky();
glUseProgram(world_program);
mv_loc = glGetUniformLocation(world_program, "mv_matrix");
proj_loc = glGetUniformLocation(world_program, "proj_matrix");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
world.render();
render_outline();
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
@@ -226,10 +262,12 @@ int main() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &outline_vbo);
glDeleteBuffers(1, &outline_indices_vbo);
glDeleteBuffers(1, &sky_vbo);
glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, vao);
glDeleteProgram(rendering_program);
glDeleteProgram(world_program);
glDeleteProgram(outline_program);
glDeleteProgram(sky_program);
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);

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@@ -0,0 +1,9 @@
#version 460
out vec4 frag_color;
void main(void) {
frag_color = vec4(0.529, 0.808, 0.922, 1.0);
}

View File

@@ -0,0 +1,10 @@
#version 460
layout (location = 0) in vec3 vertices_pos;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
}