Add extra skyboxes
[opengl.git] / skybox.cpp
index cb79fb327f913c40858c77e09ecf996dfe1a7ea1..5c510e5863766043e29f0f17a59d813abdf03083 100644 (file)
@@ -106,15 +106,17 @@ Skybox::Skybox(const Image img): program("skyboxvert.glsl", "skyboxfrag.glsl") {
        glGenFramebuffers(1, &captureFBO);
        glGenRenderbuffers(1, &captureRBO);
        
+       constexpr GLuint CUBEMAP_WIDTH = 1024, CUBEMAP_HEIGHT = 1024;
+
        glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
        glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
-       glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
+       glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, CUBEMAP_WIDTH, CUBEMAP_HEIGHT);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureFBO);
 
        // setup cubemap texture
        glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexId);
        for (GLuint i = 0; i < 6; i++)
-               glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, nullptr);
+               glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, CUBEMAP_WIDTH, CUBEMAP_HEIGHT, 0, GL_RGB, GL_FLOAT, nullptr);
        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);
@@ -131,7 +133,7 @@ Skybox::Skybox(const Image img): program("skyboxvert.glsl", "skyboxfrag.glsl") {
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, hdrTexId);
 
-       glViewport(0, 0, 512, 512);
+       glViewport(0, 0, CUBEMAP_WIDTH, CUBEMAP_HEIGHT);
        glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
        for (GLuint i = 0; i < 6; i++) {
                glUniformMatrix4fv(glGetUniformLocation(equiProg.progId, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i]));