mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add sky box
This commit is contained in:
@@ -29,7 +29,7 @@ public:
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void update_cursor_position_camera(double xpos, double ypos);
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const glm::mat4 get_camera_lookat() const;
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const glm::vec3& get_camera_pos() const;
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};
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@@ -39,3 +39,7 @@ const glm::mat4 Camera::get_camera_lookat() const{
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CUBED_ASSERT_MSG(m_player, "nullptr");
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return glm::lookAt(m_camera_pos, m_camera_pos + m_player->get_front(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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const glm::vec3& Camera::get_camera_pos() const {
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return m_camera_pos;
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}
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102
src/main.cpp
102
src/main.cpp
@@ -19,7 +19,7 @@
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constexpr int NUM_VAO = 1;
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GLuint rendering_program, outline_program;
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GLuint world_program, outline_program, sky_program;
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GLuint vao[NUM_VAO];
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GLuint mv_loc, proj_loc;
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int width ,height;
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@@ -34,7 +34,7 @@ Camera camera;
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TextureManager texture_manager;
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World world;
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GLuint outline_vbo, outline_indices_vbo;
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GLuint outline_vbo, outline_indices_vbo, sky_vbo;
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@@ -44,21 +44,27 @@ void setup_vertices(void) {
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glBindVertexArray(vao[0]);
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glBindVertexArray(0);
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glGenBuffers(1, &outline_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
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glGenBuffers(1, &outline_indices_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES), OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
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glGenBuffers(1, &sky_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void init(GLFWwindow* window) {
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rendering_program = Shader::create_shader_program("shaders/vShader.glsl", "shaders/fShader.glsl");
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world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
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outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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camera.camera_init(&world.get_player("TestPlayer"));
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glfwGetFramebufferSize(window, &width, &height);
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@@ -94,34 +100,9 @@ void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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camera.update_cursor_position_camera(xpos, ypos);
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}
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void display(GLFWwindow* window, double current_time) {
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delta_time = current_time - last_time;
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last_time = current_time;
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world.update(delta_time);
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camera.update_move_camera();
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glUseProgram(rendering_program);
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glBindVertexArray(vao[0]);
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mv_loc = glGetUniformLocation(rendering_program, "mv_matrix");
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proj_loc = glGetUniformLocation(rendering_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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v_mat = camera.get_camera_lookat();
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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world.render();
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void render_outline() {
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glUseProgram(outline_program);
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mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
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proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
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const auto& block_pos = world.get_look_block_pos("TestPlayer");
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@@ -141,6 +122,61 @@ void display(GLFWwindow* window, double current_time) {
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glLineWidth(4.0f);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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}
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}
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void render_sky() {
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glUseProgram(sky_program);
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mv_loc = glGetUniformLocation(sky_program, "mv_matrix");
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proj_loc = glGetUniformLocation(sky_program, "proj_matrix");
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m_mat = glm::translate(glm::mat4(1.0f), camera.get_camera_pos() - glm::vec3(0.5f, 0.5f, 0.5f));
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v_mat = camera.get_camera_lookat();
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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glBindBuffer(GL_ARRAY_BUFFER, sky_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glDisable(GL_DEPTH_TEST);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glEnable(GL_DEPTH_TEST);
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}
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void display(GLFWwindow* window, double current_time) {
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delta_time = current_time - last_time;
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last_time = current_time;
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world.update(delta_time);
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camera.update_move_camera();
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(vao[0]);
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render_sky();
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glUseProgram(world_program);
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mv_loc = glGetUniformLocation(world_program, "mv_matrix");
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proj_loc = glGetUniformLocation(world_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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v_mat = camera.get_camera_lookat();
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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world.render();
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render_outline();
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}
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@@ -226,10 +262,12 @@ int main() {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &outline_vbo);
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glDeleteBuffers(1, &outline_indices_vbo);
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glDeleteBuffers(1, &sky_vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(NUM_VAO, vao);
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glDeleteProgram(rendering_program);
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glDeleteProgram(world_program);
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glDeleteProgram(outline_program);
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glDeleteProgram(sky_program);
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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9
src/shaders/sky_f_shader.glsl
Normal file
9
src/shaders/sky_f_shader.glsl
Normal file
@@ -0,0 +1,9 @@
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#version 460
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out vec4 frag_color;
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void main(void) {
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frag_color = vec4(0.529, 0.808, 0.922, 1.0);
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}
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10
src/shaders/sky_v_shader.glsl
Normal file
10
src/shaders/sky_v_shader.glsl
Normal file
@@ -0,0 +1,10 @@
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#version 460
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layout (location = 0) in vec3 vertices_pos;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
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}
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