--- /dev/null
+#include "shapes.hpp"
+#include "skybox.hpp"
+#include "image.hpp"
+#include <GL/glew.h>
+#include <glm/gtc/type_ptr.hpp>
+
+Skybox::Skybox(const std::vector<std::string> faces): program("skyboxvert.glsl", "skyboxfrag.glsl") {
+ glUseProgram(program.progId);
+ glGenTextures(1, &texId);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, texId);
+
+ int width, height, numChans;
+ for (int i = 0; i < faces.size(); i++) {
+ Image img(faces[i]);
+
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ GLuint vbo;
+ glGenBuffers(1, &vbo);
+
+ auto vertices = cube();
+
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
+
+ GLuint posLoc = glGetAttribLocation(program.progId, "pos");
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+void validatePrograms(GLuint progId) {
+ glValidateProgram(progId);
+
+ GLint success;
+ glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
+ if (!success) {
+ GLchar log[1024];
+ glGetProgramInfoLog(progId, sizeof(log), NULL, log);
+ fprintf(stderr, "error: %s\n", log);
+ exit(1);
+ }
+}
+
+void Skybox::draw(glm::mat4 proj, glm::mat4 view) const {
+ glUseProgram(program.progId);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_CULL_FACE);
+ glBindVertexArray(vao);
+ validatePrograms(program.progId);
+
+ GLuint projLoc = glGetUniformLocation(program.progId, "projection");
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
+
+ GLuint viewLoc = glGetUniformLocation(program.progId, "view");
+ view = glm::mat4(glm::mat3(view));
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, texId);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glEnable(GL_CULL_FACE);
+ glDepthMask(GL_TRUE);
+}