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05bf63d447
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@@ -0,0 +1,3 @@
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*.bmp filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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@@ -44,6 +44,25 @@ void Game::setup() {
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renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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#endif
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renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env.fragment", CONST_ZIP_FILE);
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// std::array<std::string, 6> cubemapTextureNightStr = {
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//"../resources/sky/space_rt.bmp", "../resources/sky/space_lf.bmp", "../resources/sky/space_up.bmp", "../resources/sky/space_dn.bmp", "../resources/sky/space_bk.bmp", "../resources/sky/space_ft.bmp"
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// };
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cubemapTexture = std::make_shared<Texture>(
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std::array<TextureDataStruct, 6>{
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CreateTextureDataFromBmp24("./resources/sky/space_rt.bmp"),
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CreateTextureDataFromBmp24("./resources/sky/space_lf.bmp"),
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CreateTextureDataFromBmp24("./resources/sky/space_up.bmp"),
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CreateTextureDataFromBmp24("./resources/sky/space_dn.bmp"),
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CreateTextureDataFromBmp24("./resources/sky/space_bk.bmp"),
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CreateTextureDataFromBmp24("./resources/sky/space_ft.bmp")
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});
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cubemap.data = ZL::CreateCubemap(1000);
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cubemap.RefreshVBO();
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//Load texture
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spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/sship001x.png"));
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@@ -59,6 +78,8 @@ void Game::setup() {
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void Game::drawScene() {
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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@@ -70,6 +91,31 @@ void Game::drawScene() {
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CheckGlError();
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renderer.shaderManager.PushShader(envShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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1, 1000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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CheckGlError();
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID());
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renderer.DrawVertexRenderStruct(cubemap);
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CheckGlError();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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@@ -33,8 +33,11 @@ private:
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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std::shared_ptr<Texture> spaceshipTexture;
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std::shared_ptr<Texture> cubemapTexture;
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VertexDataStruct spaceshipBase;
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VertexRenderStruct spaceship;
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VertexRenderStruct cubemap;
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};
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} // namespace ZL
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@@ -196,6 +196,71 @@ namespace ZL {
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return result;
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}
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VertexDataStruct CreateCubemap(float scale)
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{
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VertexDataStruct cubemapVertexDataStruct;
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// +x
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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// -x
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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// +y
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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// -y
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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// +z
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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// -z
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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return cubemapVertexDataStruct;
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}
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void VertexRenderStruct::RefreshVBO()
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{
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//Check if main thread, check if data is not empty...
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@@ -75,6 +75,7 @@ namespace ZL {
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VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel);
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VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount);
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VertexDataStruct CreateCube3D(float scale);
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VertexDataStruct CreateCubemap(float scale = 1000.f);
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class Renderer
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@@ -46,6 +46,77 @@ namespace ZL
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}
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Texture::Texture(const std::array<TextureDataStruct, 6>& texDataArray)
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{
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// Ïðîâåðêà, ÷òî âñå ãðàíè èìåþò îäèíàêîâûå ðàçìåðû
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width = texDataArray[0].width;
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height = texDataArray[0].height;
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for (size_t i = 1; i < 6; ++i) {
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if (texDataArray[i].width != width || texDataArray[i].height != height) {
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throw std::runtime_error("Cubemap faces must have the same dimensions");
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}
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}
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glGenTextures(1, &texID);
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if (texID == 0)
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{
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throw std::runtime_error("glGenTextures did not work for cubemap");
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
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CheckGlError();
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// Íàñòðîéêà ïàðàìåòðîâ äëÿ Cubemap
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// Îáÿçàòåëüíûå ïàðàìåòðû îáåðòêè äëÿ Cubemap
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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CheckGlError();
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// Çàãðóçêà äàííûõ äëÿ êàæäîé èç 6 ãðàíåé
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// GL_TEXTURE_CUBE_MAP_POSITIVE_X + i äàåò ãðàíè:
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// +X (0), -X (1), +Y (2), -Y (3), +Z (4), -Z (5)
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for (int i = 0; i < 6; ++i)
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{
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GLint internalFormat;
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GLenum format;
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if (texDataArray[i].bitSize == TextureDataStruct::BS_24BIT)
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{
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internalFormat = GL_RGB;
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format = GL_RGB;
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}
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else // BS_32BIT
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{
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internalFormat = GL_RGBA;
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format = GL_RGBA;
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}
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glTexImage2D(
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, // Öåëåâàÿ ãðàíü
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0, // Óðîâåíü MIP-òåêñòóðû
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internalFormat, // Âíóòðåííèé ôîðìàò (íàïðèìåð, GL_RGB)
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0, // Ãðàíèöà (âñåãäà 0)
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format, // Ôîðìàò èñõîäíûõ äàííûõ (íàïðèìåð, GL_RGB)
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GL_UNSIGNED_BYTE, // Òèï äàííûõ
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texDataArray[i].data.data() // Óêàçàòåëü íà äàííûå
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);
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CheckGlError();
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}
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// Ñíèìàåì ïðèâÿçêó äëÿ ÷èñòîòû
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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Texture::~Texture()
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{
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glDeleteTextures(1, &texID);
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@@ -282,4 +353,6 @@ namespace ZL
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return texData;
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}
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#endif
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}
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@@ -29,6 +29,9 @@ namespace ZL
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Texture(const TextureDataStruct& texData);
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//Cubemap texture:
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Texture(const std::array<TextureDataStruct, 6>& texDataArray);
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~Texture();
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GLuint getTexID();
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@@ -44,4 +47,6 @@ namespace ZL
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#ifdef PNG_ENABLED
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TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName);
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#endif
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}
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@@ -0,0 +1,13 @@
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uniform samplerCube Texture;
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varying vec3 dir;
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void main(){
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gl_FragColor = textureCube(Texture, normalize(dir));
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//if (dir.z < 0)
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//{
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// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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//}
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,12 @@
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attribute vec3 vPosition;
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uniform mat4 ProjectionModelViewMatrix;
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varying vec3 dir;
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void main(){
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vec4 realVertexPos = vec4(vPosition.xyz, 1.0);
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gl_Position = ProjectionModelViewMatrix * realVertexPos;
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dir = vPosition;
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}
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@@ -0,0 +1,21 @@
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uniform samplerCube Env;
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varying vec3 dir;
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void main(){
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gl_FragColor = textureCube(Env, normalize(dir));
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vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
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float coef = dir.y+1.0;
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coef = clamp(coef, 0.0, 1.0);
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gl_FragColor = mix(gl_FragColor,fogColor, coef);
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//if (dir.z < 0)
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//{
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// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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//}
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,14 @@
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attribute vec3 vPosition;
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uniform mat4 ProjectionMatrix;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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varying vec3 dir;
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void main(){
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vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
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gl_Position = ProjectionMatrix * realVertexPos;
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dir = -vPosition;
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}
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@@ -0,0 +1,21 @@
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uniform samplerCube Env;
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varying vec3 dir;
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void main(){
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gl_FragColor = textureCube(Env, normalize(dir));
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vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
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float coef = dir.y+1.0;
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coef = clamp(coef, 0.0, 1.0);
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gl_FragColor = mix(gl_FragColor,fogColor, coef);
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//if (dir.z < 0)
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//{
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// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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//}
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,14 @@
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attribute vec3 vPosition;
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uniform mat4 ProjectionMatrix;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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varying vec3 dir;
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void main(){
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vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
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gl_Position = ProjectionMatrix * realVertexPos;
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dir = -vPosition;
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}
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