4 #include <glm/gtc/type_ptr.hpp>
6 Skybox::Skybox(const std::vector<std::string> faces): program("skyboxvert.glsl", "skyboxfrag.glsl") {
7 glGenTextures(1, &texId);
8 glBindTexture(GL_TEXTURE_CUBE_MAP, texId);
9 glDepthFunc(GL_LEQUAL);
11 int width, height, numChans;
12 for (int i = 0; i < faces.size(); i++) {
15 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
18 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
19 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
20 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
21 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
22 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
24 glGenVertexArrays(1, &vao);
25 glBindVertexArray(vao);
28 glGenBuffers(1, &vbo);
30 auto vertices = cube();
32 //reverse so facing inside out
33 std::reverse(vertices.begin(), vertices.end());
35 glBindBuffer(GL_ARRAY_BUFFER, vbo);
36 glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
38 GLuint posLoc = glGetAttribLocation(program.progId, "pos");
39 glEnableVertexAttribArray(posLoc);
40 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
43 void Skybox::draw(glm::mat4 proj, glm::mat4 view) const {
44 glUseProgram(program.progId);
46 glBindVertexArray(vao);
48 GLuint projLoc = glGetUniformLocation(program.progId, "projection");
49 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
51 GLuint viewLoc = glGetUniformLocation(program.progId, "view");
52 view = glm::mat4(glm::mat3(view));
53 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
55 glActiveTexture(GL_TEXTURE0);
56 glBindTexture(GL_TEXTURE_CUBE_MAP, texId);
57 glDrawArrays(GL_TRIANGLES, 0, 36);
60 GLuint Skybox::getTexture() const {