mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Skybox demo
This commit is contained in:
@ -2,6 +2,7 @@ package assets
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import (
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"bytes"
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"fmt"
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"image"
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"image/color"
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"image/jpeg"
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@ -259,7 +260,7 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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imgDecoder = png.Decode
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pixelDecoder = pixelsFromNrgbaPng
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} else {
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panic("unknown image extension: " + ext)
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return Cubemap{}, fmt.Errorf("unknown image extension: %s. Expected one of: .jpg, .jpeg, .png", ext)
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}
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cmap := Cubemap{
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@ -271,8 +272,12 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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BackPath: backTex,
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}
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gl.GenTextures(1, &cmap.TexID)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, cmap.TexID)
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// The order here matters
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texturePaths := []string{rightTex, leftTex, topTex, botTex, frontTex, backTex}
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for i := 0; i < len(texturePaths); i++ {
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for i := uint32(0); i < uint32(len(texturePaths)); i++ {
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fPath := texturePaths[i]
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@ -289,12 +294,7 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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pixels, width, height := pixelDecoder(img)
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//Prepare opengl stuff
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gl.GenTextures(1, &cmap.TexID)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, cmap.TexID)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_CUBE_MAP, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&pixels[0]))
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gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&pixels[0]))
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}
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// set the texture wrapping/filtering options (on the currently bound texture object)
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90
main.go
90
main.go
@ -16,6 +16,7 @@ import (
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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@ -47,15 +48,19 @@ var (
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cam *camera.Camera
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simpleMat *materials.Material
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skyboxMat *materials.Material
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chairMesh *meshes.Mesh
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cubeMesh *meshes.Mesh
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skyboxMesh *meshes.Mesh
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cubeModelMat = gglm.NewTrMatId()
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lightPos1 = gglm.NewVec3(-2, 0, 2)
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lightColor1 = gglm.NewVec3(1, 1, 1)
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debugDrawDepthBuffer bool
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debugDepthMat *materials.Material
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debugDrawDepthBuffer bool
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skyboxCmap assets.Cubemap
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)
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@ -153,16 +158,27 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
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func (g *OurGame) Init() {
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var err error
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//Create materials
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simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
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debugDepthMat = materials.NewMaterial("Debug depth math", "./res/shaders/debug-depth.glsl")
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
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//Load meshes
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var err error
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/chair.fbx", 0)
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// cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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chairMesh, err = meshes.NewMesh("Chair", "./res/models/chair.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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skyboxMesh, err = meshes.NewMesh("Skybox", "./res/models/skybox-cube.obj", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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//Load textures
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@ -171,16 +187,16 @@ func (g *OurGame) Init() {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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// skyboxCmap, err = assets.LoadCubemapTextures(
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// "./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
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// "./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
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// "./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
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// )
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// if err != nil {
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// logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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// }
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skyboxCmap, err = assets.LoadCubemapTextures(
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"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
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"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
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"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
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)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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}
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//Configure material
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// Configure materials
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simpleMat.DiffuseTex = tex.TexID
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//Movement, scale and rotation
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@ -249,6 +265,8 @@ func (g *OurGame) Update() {
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if input.KeyClicked(sdl.K_F4) {
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fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
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}
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g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
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}
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func (g *OurGame) updateCameraLookAround() {
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@ -322,13 +340,51 @@ func (g *OurGame) Render() {
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rowSize := 1
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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tempModelMatrix.Translate(gglm.NewVec3(-1, 0, 0))
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tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
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window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
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}
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tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
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g.DrawSkybox()
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}
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func (g *OurGame) DrawSkybox() {
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// glDepthMask(GL_FALSE);
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// skyboxShader.use();
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// // ... set view and projection matrix
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// glBindVertexArray(skyboxVAO);
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// glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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// glDrawArrays(GL_TRIANGLES, 0, 36);
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// glDepthMask(GL_TRUE);
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// // ... draw rest of the scene
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gl.Disable(gl.CULL_FACE)
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gl.DepthFunc(gl.LEQUAL)
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skyboxMesh.Buf.Bind()
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skyboxMat.Bind()
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
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viewMat := cam.ViewMat.Clone()
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viewMat.Set(0, 3, 0)
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viewMat.Set(1, 3, 0)
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viewMat.Set(2, 3, 0)
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viewMat.Set(3, 0, 0)
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viewMat.Set(3, 1, 0)
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viewMat.Set(3, 2, 0)
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viewMat.Set(3, 3, 0)
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skyboxMat.SetUnifMat4("viewMat", viewMat)
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skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
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// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
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for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
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gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
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}
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gl.DepthFunc(gl.LESS)
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gl.Enable(gl.CULL_FACE)
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}
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func (g *OurGame) FrameEnd() {
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@ -1,46 +0,0 @@
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# Blender v2.92.0 OBJ File: ''
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# www.blender.org
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mtllib obj.mtl
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o Cube
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v 2.275618 1.000000 0.349413
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v 3.520138 -1.000000 0.102233
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v 2.275618 1.000000 0.752820
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v 3.520138 -1.000000 1.000000
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v 0.244520 1.000000 0.349413
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v -1.000000 -1.000000 0.102233
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v 0.244520 1.000000 0.752820
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v -1.000000 -1.000000 1.000000
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vt 0.806168 0.568832
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vt 0.693832 0.681168
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vt 0.693832 0.568832
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vt 0.375000 1.000000
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vt 0.375000 0.750000
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vt 0.375000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.375000 0.500000
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vt 0.125000 0.750000
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vt 0.125000 0.500000
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vt 0.806168 0.681168
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vt 0.625000 0.931168
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vt 0.625000 0.068832
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vn 0.0000 1.0000 0.0000
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vn 0.0000 0.1227 0.9924
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vn -0.8490 0.5283 0.0000
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vn 0.0000 -1.0000 0.0000
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vn 0.8490 0.5283 0.0000
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vn 0.0000 0.1227 -0.9924
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usemtl Material
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s off
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f 5/1/1 3/2/1 1/3/1
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f 3/2/2 8/4/2 4/5/2
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f 8/6/3 5/7/3 6/8/3
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f 2/9/4 8/10/4 6/11/4
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f 1/3/5 4/5/5 2/9/5
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f 5/7/6 2/9/6 6/8/6
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f 5/1/1 7/12/1 3/2/1
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f 3/2/2 7/13/2 8/4/2
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f 8/6/3 7/14/3 5/7/3
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f 2/9/4 4/5/4 8/10/4
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f 1/3/5 3/2/5 4/5/5
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f 5/7/6 1/3/6 2/9/6
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38
res/models/skybox-cube.obj
Executable file
38
res/models/skybox-cube.obj
Executable file
@ -0,0 +1,38 @@
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# Blender v2.92.0 OBJ File: 'chair.blend'
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# www.blender.org
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o Cube.002_Cube.005
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v -1.000000 -1.000000 1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 -1.000000
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vt 0.375000 0.000000
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vt 0.625000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.625000 1.000000
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vt 0.375000 1.000000
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vt 0.125000 0.500000
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vt 0.125000 0.750000
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vt 0.875000 0.500000
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vt 0.875000 0.750000
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vn -1.0000 0.0000 0.0000
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vn 0.0000 0.0000 -1.0000
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vn 1.0000 0.0000 0.0000
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vn 0.0000 0.0000 1.0000
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vn 0.0000 -1.0000 0.0000
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vn 0.0000 1.0000 0.0000
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s off
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f 1/1/1 2/2/1 4/3/1 3/4/1
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f 3/4/2 4/3/2 8/5/2 7/6/2
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f 7/6/3 8/5/3 6/7/3 5/8/3
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f 5/8/4 6/7/4 2/9/4 1/10/4
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f 3/11/5 7/6/5 5/8/5 1/12/5
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f 8/5/6 4/13/6 2/14/6 6/7/6
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33
res/shaders/skybox.glsl
Executable file
33
res/shaders/skybox.glsl
Executable file
@ -0,0 +1,33 @@
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//shader:vertex
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#version 410
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layout(location=0) in vec3 vertPosIn;
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layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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out vec3 vertUV0;
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uniform mat4 viewMat;
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uniform mat4 projMat;
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void main()
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{
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vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
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vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
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gl_Position = pos.xyww;
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}
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//shader:fragment
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#version 410
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in vec3 vertUV0;
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out vec4 fragColor;
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uniform samplerCube skybox;
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void main()
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{
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fragColor = texture(skybox, vertUV0);
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}
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Reference in New Issue
Block a user