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https://github.com/raysan5/raylib.git
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Working on PBR system
Moved PBR material loading to example, right decision?
This commit is contained in:
201
src/rlgl.c
201
src/rlgl.c
@@ -1957,15 +1957,14 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Bind shader program
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glUseProgram(material.shader.id);
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// Matrices and other values required by shader
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//-----------------------------------------------------
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// Calculate and send to shader model matrix (used by PBR shader)
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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// Upload to shader material.colDiffuse
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
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if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
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glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255,
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(float)material.maps[MAP_DIFFUSE].color.g/255,
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(float)material.maps[MAP_DIFFUSE].color.b/255,
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(float)material.maps[MAP_DIFFUSE].color.a/255);
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@@ -1976,6 +1975,9 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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(float)material.maps[MAP_SPECULAR].color.g/255,
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(float)material.maps[MAP_SPECULAR].color.b/255,
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(float)material.maps[MAP_SPECULAR].color.a/255);
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if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview);
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if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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@@ -2417,7 +2419,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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// Get the location of the named uniform
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GLuint location = glGetUniformLocation(shader.id, name);
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TraceLog(LOG_INFO, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
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TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location);
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}
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#endif
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@@ -2529,18 +2531,13 @@ void SetMatrixModelview(Matrix view)
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}
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// Generate cubemap texture from HDR texture
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Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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{
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Texture2D cubemap = { 0 };
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#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
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#define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
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Shader shader = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
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// Get cubemap shader locations
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int projectionLoc = GetShaderLocation(shader, "projection");
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int viewLoc = GetShaderLocation(shader, "view");
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
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int texmapLoc = GetShaderLocation(shader, "equirectangularMap");
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SetShaderValuei(shader, texmapLoc, (int[1]){ 0 }, 1); // Set default active texture to 0
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@@ -2586,7 +2583,7 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
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glUseProgram(shader.id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, skyHDR.id);
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SetShaderValueMatrix(shader, projectionLoc, fboProjection);
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
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// Note: don't forget to configure the viewport to the capture dimensions
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glViewport(0, 0, size, size);
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@@ -2594,7 +2591,7 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
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for (unsigned int i = 0; i < 6; i++)
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{
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SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GenDrawCube();
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@@ -2607,8 +2604,6 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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//glEnable(GL_CULL_FACE);
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UnloadShader(shader);
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cubemap.width = size;
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cubemap.height = size;
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@@ -2616,18 +2611,13 @@ Texture2D GenTextureCubemap(Texture2D skyHDR, int size)
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}
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// Generate irradiance texture using cubemap data
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Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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{
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Texture2D irradiance = { 0 };
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
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#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
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Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
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// Get irradiance shader locations
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int projectionLoc = GetShaderLocation(shader, "projection");
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int viewLoc = GetShaderLocation(shader, "view");
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
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int texmapLoc = GetShaderLocation(shader, "environmentMap");
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// Set up shaders constant values
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@@ -2669,7 +2659,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
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glUseProgram(shader.id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
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SetShaderValueMatrix(shader, projectionLoc, fboProjection);
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
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// Note: don't forget to configure the viewport to the capture dimensions
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glViewport(0, 0, size, size);
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@@ -2677,7 +2667,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
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for (unsigned int i = 0; i < 6; i++)
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{
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SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GenDrawCube();
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@@ -2688,9 +2678,7 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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UnloadShader(shader);
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irradiance.width = size;
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irradiance.height = size;
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@@ -2698,18 +2686,13 @@ Texture2D GenTextureIrradiance(Texture2D cubemap, int size)
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}
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// Generate prefilter texture using cubemap data
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Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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{
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Texture2D prefilter = { 0 };
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#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
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#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
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Shader shader = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
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// Get prefilter shader locations
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int projectionLoc = GetShaderLocation(shader, "projection");
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int viewLoc = GetShaderLocation(shader, "view");
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//int projectionLoc = GetShaderLocation(shader, "projection"); // Already set at SetShaderDefaultLocations()
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//int viewLoc = GetShaderLocation(shader, "view"); // Already set at SetShaderDefaultLocations()
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int roughnessLoc = GetShaderLocation(shader, "roughness");
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int texmapLoc = GetShaderLocation(shader, "environmentMap");
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@@ -2754,7 +2737,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
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glUseProgram(shader.id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
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SetShaderValueMatrix(shader, projectionLoc, fboProjection);
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@@ -2775,7 +2758,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
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for (unsigned int i = 0; i < 6; ++i)
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{
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SetShaderValueMatrix(shader, viewLoc, fboViews[i]);
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SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GenDrawCube();
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@@ -2787,9 +2770,7 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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UnloadShader(shader);
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prefilter.width = size;
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prefilter.height = size;
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@@ -2797,15 +2778,10 @@ Texture2D GenTexturePrefilter(Texture2D cubemap, int size)
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}
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// Generate BRDF texture using cubemap data
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Texture2D GenTextureBRDF(Texture2D cubemap, int size)
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Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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{
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Texture2D brdf = { 0 };
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#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
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#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
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Shader shader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
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// Generate BRDF convolution texture
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glGenTextures(1, &brdf.id);
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glBindTexture(GL_TEXTURE_2D, brdf.id);
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@@ -2835,8 +2811,6 @@ Texture2D GenTextureBRDF(Texture2D cubemap, int size)
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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UnloadShader(shader);
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brdf.width = size;
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brdf.height = size;
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@@ -3380,6 +3354,8 @@ static void SetShaderDefaultLocations(Shader *shader)
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// Get handles to GLSL uniform locations (vertex shader)
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shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
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shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
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shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
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// Get handles to GLSL uniform locations (fragment shader)
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shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
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@@ -3894,9 +3870,9 @@ static void GenDrawQuad(void)
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// Link vertex attributes
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float)));
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// Draw quad
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glBindVertexArray(quadVAO);
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@@ -3908,79 +3884,76 @@ static void GenDrawQuad(void)
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}
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// Renders a 1x1 3D cube in NDC
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GLuint cubeVAO = 0;
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GLuint cubeVBO = 0;
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static void GenDrawCube(void)
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{
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// Lazy initialization
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if (cubeVAO == 0)
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{
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GLfloat vertices[] = {
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
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||||
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
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1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
||||
};
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unsigned int cubeVAO = 0;
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unsigned int cubeVBO = 0;
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// Set up cube VAO
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||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
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float vertices[] = {
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
// Fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
// Set up cube VAO
|
||||
glGenVertexArrays(1, &cubeVAO);
|
||||
glGenBuffers(1, &cubeVBO);
|
||||
|
||||
// Link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid*)(6*sizeof(GLfloat)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
// Fill buffer
|
||||
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
// Link vertex attributes
|
||||
glBindVertexArray(cubeVAO);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Draw cube
|
||||
glBindVertexArray(cubeVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
|
||||
//glDeleteBuffers(1, &cubeVBO);
|
||||
//glDeleteVertexArrays(1, &cubeVAO);
|
||||
glDeleteBuffers(1, &cubeVBO);
|
||||
glDeleteVertexArrays(1, &cubeVAO);
|
||||
}
|
||||
|
||||
#if defined(SUPPORT_VR_SIMULATOR)
|
||||
|
Reference in New Issue
Block a user