4.1: Cube Map
https://www.opengl.org/wiki/Cubemap_Texture
Complete Source Code:
Main.cpp
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <iostream>
#include <vector>
#include <string>
#include "Shader.h"
using namespace std;
using namespace glm;
// main functions
void Initialize();
void Render();
void CleanUp();
// variables
GLFWwindow* window = nullptr;
GLuint program = 0;
GLuint vertexshader = 0;
GLuint fragmentshader = 0;
GLuint vertexarray = 0;
GLuint vertexbuffer = 0;
GLuint texture = 0;
struct Vertex
{
vec3 Position;
};
int main(void)
{
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Initialize GLEW */
if (glewInit() != GLEW_OK)
{
glfwTerminate();
return -1;
}
Initialize();
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
Render();
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
CleanUp();
glfwTerminate();
return 0;
}
void Initialize()
{
// settings
glClearColor(0.3f, 0.3f, 0.3f, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// create all objects
program = glCreateProgram();
vertexshader = glCreateShader(GL_VERTEX_SHADER);
fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glGenVertexArrays(1, &vertexarray);
glGenBuffers(1, &vertexbuffer);
glGenTextures(1, &texture);
// shader source code
string vertexshader_source = {
"#version 450 core\n"
"in layout (location = 0) vec3 in_position;"
"uniform mat4 MVP = mat4(1);"
"out vec3 cubemap_texcoord;"
"void main() {"
"gl_Position = MVP * vec4(in_position, 1);"
"cubemap_texcoord = in_position;"
"}"
};
string fragmentshader_source = {
"#version 450 core\n"
"in vec3 cubemap_texcoord;"
"uniform samplerCube tex1;"
"out layout (location = 0) vec4 out_color;"
"void main() {"
"out_color = texture(tex1, cubemap_texcoord);"
"}"
};
// compile shaders and link program
CompileShader(vertexshader, vertexshader_source);
CompileShader(fragmentshader, fragmentshader_source);
LinkProgram(program, { vertexshader, fragmentshader });
// setup vertexarray
glBindVertexArray(vertexarray);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(Vertex), (void*)(0));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// setup vertexbuffer (cube from outside)
vector<Vertex> vertices = {
{ { +1, -1, -1 } }, { { +1, +1, -1 } }, { { +1, +1, +1 } }, { { +1, -1, +1 } }, // +x
{ { -1, +1, -1 } }, { { -1, -1, -1 } }, { { -1, -1, +1 } }, { { -1, +1, +1 } }, // -x
{ { +1, +1, -1 } }, { { -1, +1, -1 } }, { { -1, +1, +1 } }, { { +1, +1, +1 } }, // +y
{ { -1, -1, -1 } }, { { +1, -1, -1 } }, { { +1, -1, +1 } }, { { -1, -1, +1 } }, // -y
{ { -1, -1, +1 } }, { { +1, -1, +1 } }, { { +1, +1, +1 } }, { { -1, +1, +1 } }, // +z
{ { +1, -1, -1 } }, { { -1, -1, -1 } }, { { -1, +1, -1 } }, { { +1, +1, -1 } }, // -z
};
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// setup texture
unsigned int width = 1, height = 1;
unsigned char xpos[] = { 0xFF, 0x00, 0x00, 0xFF }; // red
unsigned char xneg[] = { 0x00, 0xFF, 0xFF, 0xFF }; // cyan
unsigned char ypos[] = { 0x00, 0xFF, 0x00, 0xFF }; // green
unsigned char yneg[] = { 0xFF, 0x00, 0xFF, 0xFF }; // magenta
unsigned char zpos[] = { 0x00, 0x00, 0xFF, 0xFF }; // blue
unsigned char zneg[] = { 0xFF, 0xFF, 0x00, 0xFF }; // yellow
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 0, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, xpos);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 1, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, xneg);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 2, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, ypos);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 3, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, yneg);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 4, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, zpos);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 5, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, zneg);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
// connect texture to fragment shader sampler
unsigned int texture_unit = 1;
int location = glGetUniformLocation(program, "tex1");
glProgramUniform1i(program, location, texture_unit);
glBindTextureUnit(texture_unit, texture);
}
void Render()
{
// set camera
static float angle = 0;
angle += 0.016f;
mat4 MVP =
perspective(radians(45.0f), 1.33f, 0.1f, 100.0f) *
lookAt(vec3(5 * cos(angle), 2 * sin(angle * 0.5f), 5 * sin(angle)), vec3(0), vec3(0, 1, 0));
int location = glGetUniformLocation(program, "MVP");
glProgramUniformMatrix4fv(program, location, 1, false, value_ptr(MVP));
// draw cube
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vertexarray);
glDrawArrays(GL_QUADS, 0, 24);
glBindVertexArray(0);
glUseProgram(0);
}
void CleanUp()
{
// destroy all objects
glDeleteProgram(program);
glDeleteShader(vertexshader);
glDeleteShader(fragmentshader);
glDeleteVertexArrays(1, &vertexarray);
glDeleteBuffers(1, &vertexbuffer);
glDeleteTextures(1, &texture);
}
Shader.h
#pragma once
#include <string>
#include <list>
// shader functions
std::string LoadTextFile(const std::string& filepath);
std::string ShaderTypeName(unsigned int shader);
bool CompileShader(unsigned int shader, const std::string& sourcecode);
std::string ShaderInfoLog(unsigned int shader);
bool LinkProgram(unsigned int program, const std::list<unsigned int>& shaderlist);
std::string ProgramInfoLog(unsigned int program);
Shader.cpp
#include "Shader.h"
#include <iostream>
#include <fstream>
#include <GL/glew.h>
std::string LoadTextFile(const std::string & filepath)
{
std::string result(""), line;
std::fstream f(filepath, std::ios::in);
while (f.good())
{
std::getline(f, line);
result += line + '\n';
}
return result;
}
std::string ShaderTypeName(unsigned int shader)
{
if (glIsShader(shader))
{
int type;
glGetShaderiv(shader, GL_SHADER_TYPE, &type);
if (type == GL_VERTEX_SHADER)
return "Vertex Shader";
if (type == GL_TESS_CONTROL_SHADER)
return "Tessellation Control Shader";
if (type == GL_TESS_EVALUATION_SHADER)
return "Tessellation Evaluation Shader";
if (type == GL_GEOMETRY_SHADER)
return "Geometry Shader";
if (type == GL_FRAGMENT_SHADER)
return "Fragment Shader";
if (type == GL_COMPUTE_SHADER)
return "Compute Shader";
}
return "invalid shader";
}
bool CompileShader(unsigned int shader, const std::string& sourcecode)
{
if (!glIsShader(shader))
{
std::cout << "ERROR: shader compilation failed, no valid shader specified" << std::endl;
return false;
}
if (sourcecode.empty())
{
std::cout << "ERROR: shader compilation failed, no source code specified (" << ShaderTypeName(shader) << ")" << std::endl;
return false;
}
// array of source code components
const char* sourcearray[] = { sourcecode.c_str() };
// set source code
glShaderSource(shader, 1, sourcearray, NULL);
// compile shaders
glCompileShader(shader);
// check compile status
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
// successfully compiled shader
if (status == GL_TRUE)
return true;
// show compile errors
std::cout << "ERROR: shader compilation failed (" << ShaderTypeName(shader) << ")" << std::endl << ShaderInfoLog(shader) << std::endl;
return false;
}
std::string ShaderInfoLog(unsigned int shader)
{
if (glIsShader(shader))
{
int logsize;
char infolog[1024] = { 0 };
glGetShaderInfoLog(shader, 1024, &logsize, infolog);
return std::string(infolog);
}
return "invalid shader";
}
bool LinkProgram(unsigned int program, const std::list<unsigned int>& shaderlist)
{
if (!glIsProgram(program))
{
std::cout << "ERROR: shader linking failed, no valid program specified" << std::endl;
return false;
}
// attach all shaders to the program
for (auto& shader : shaderlist)
{
if (glIsShader(shader))
glAttachShader(program, shader);
}
// link program
glLinkProgram(program);
// detach all shaders again
for (auto& shader : shaderlist)
{
if (glIsShader(shader))
glDetachShader(program, shader);
}
int status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
// successfully linked program
if (status == GL_TRUE)
return true;
// show link errors
std::cout << "ERROR: shader linking failed" << std::endl << ProgramInfoLog(program) << std::endl;
return false;
}
std::string ProgramInfoLog(unsigned int program)
{
if (glIsProgram(program))
{
int logsize;
char infolog[1024] = { 0 };
glGetProgramInfoLog(program, 1024, &logsize, infolog);
return std::string(infolog);
}
return "invalid program";
}