3D C/C++ tutorials - OpenGL 3.3 - Skybox, GLSL cube mapping
3D C/C++ tutorials -> OpenGL 3.3 -> Skybox, GLSL cube mapping
Use for personal or educational purposes only. Commercial and other profit uses strictly prohibited. Exploitation of content on a website or in a publication prohibited.
To compile and run these tutorials some or all of these libraries are required: FreeImage 3.16.0, GLEW 1.11.0, GLUT 3.7.6 / GLUT for Dev-C++, GLM 0.9.5.4
myopengl33renderer.h
#include "opengl33view.h"

// ----------------------------------------------------------------------------------------------------------------------------

class CMyOpenGL33Renderer : public COpenGL33Renderer
{
private:
    mat4x4 ViewProjectionMatrix;
    CTexture Textures[4];
    CShaderProgram SkyBox, Lighting;
    GLuint VBO[2], VAO[2];

private:
    bool Pause;
    int VerticesCount[3];

public:
    CMyOpenGL33Renderer();
    ~CMyOpenGL33Renderer();

    bool Init();
    void Resize(int Width, int Height);
    void Render();
    bool Animate(float FrameTime);
    void Destroy();

    void OnKeyDown(UINT Key);
};

// ----------------------------------------------------------------------------------------------------------------------------

extern vec3 SkyBoxVertices[36];
extern vec2 GrassTexCoords[6];
extern vec3 GrassVertices[6];
extern vec2 CubeTexCoords[6];
extern vec3 CubeNormals[6];
extern vec3 CubeVertices[36];

// ----------------------------------------------------------------------------------------------------------------------------

int GenerateTorus(CBuffer &Buffer, float Radius, float TubeRadius, int SubDivAround, int SubDivTube, const mat4x4 &ModelMatrix);
myopengl33renderer.cpp
#include "myopengl33renderer.h"

// ----------------------------------------------------------------------------------------------------------------------------

CMyOpenGL33Renderer::CMyOpenGL33Renderer()
{
    Camera = new CFirstPersonCamera();

    Camera->SetViewMatrixPointer(&ViewMatrix);

    Pause = false;
}

CMyOpenGL33Renderer::~CMyOpenGL33Renderer()
{
    delete Camera;
}

bool CMyOpenGL33Renderer::Init()
{
    bool Error = false;

    // load textures ----------------------------------------------------------------------------------------------------------

    char *CubeMapTextureFileNames[] = {"jajlands1_right.jpg", "jajlands1_left.jpg", "jajlands1_bottom.jpg", "jajlands1_top.jpg", "jajlands1_front.jpg", "jajlands1_back.jpg"};

    Error |= !Textures[0].LoadTextureCubeMap(CubeMapTextureFileNames);
    Error |= !Textures[1].LoadTexture2D("grass.jpg");
    Error |= !Textures[2].LoadTexture2D("crate.jpg");
    Error |= !Textures[3].LoadTexture2D("metalplate.jpg");

    // load shaders -----------------------------------------------------------------------------------------------------------
    
    Error |= !SkyBox.Load("skybox.vert", "skybox.frag");
    Error |= !Lighting.Load("lighting.vert", "lighting.frag");

    // if an error occured, return false --------------------------------------------------------------------------------------
    
    if(Error)
    {
        return false;
    }

    // get uniform and attribute locations ------------------------------------------------------------------------------------
    
    SkyBox.UniformLocations = new GLuint[2];
    SkyBox.UniformLocations[0] = glGetUniformLocation(SkyBox, "CameraPosition");
    SkyBox.UniformLocations[1] = glGetUniformLocation(SkyBox, "ViewProjectionMatrix");

    SkyBox.AttribLocations = new GLuint[1];
    SkyBox.AttribLocations[0] = glGetAttribLocation(SkyBox, "vert_Position");

    Lighting.UniformLocations = new GLuint[2];
    Lighting.UniformLocations[0] = glGetUniformLocation(Lighting, "NormalMatrix");
    Lighting.UniformLocations[1] = glGetUniformLocation(Lighting, "ModelViewProjectionMatrix");

    Lighting.AttribLocations = new GLuint[3];
    Lighting.AttribLocations[0] = glGetAttribLocation(Lighting, "vert_TexCoord");
    Lighting.AttribLocations[1] = glGetAttribLocation(Lighting, "vert_Normal");
    Lighting.AttribLocations[2] = glGetAttribLocation(Lighting, "vert_Position");

    // set constant uniforms --------------------------------------------------------------------------------------------------

    glUseProgram(Lighting);
    glUniform1f(glGetUniformLocation(Lighting, "Light.Ambient"), 0.333333f);
    glUniform1f(glGetUniformLocation(Lighting, "Light.Diffuse"), 0.666666f);
    vec3 LightDirection = vec3(0.467757f, 0.424200f, -0.775409f);
    glUniform3fv(glGetUniformLocation(Lighting, "Light.Direction"), 1, &LightDirection);
    glUseProgram(0);

    // init skybox ------------------------------------------------------------------------------------------------------------

    glGenBuffers(1, &VBO[0]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    glBufferData(GL_ARRAY_BUFFER, 432, SkyBoxVertices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glGenVertexArrays(1, &VAO[0]);
    glBindVertexArray(VAO[0]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
    glVertexAttribPointer(SkyBox.AttribLocations[0], 3, GL_FLOAT, GL_FALSE, 12, (void*)0);
    glEnableVertexAttribArray(SkyBox.AttribLocations[0]);
    glBindVertexArray(0);

    // init scene -------------------------------------------------------------------------------------------------------------

    CBuffer Buffer;

    VerticesCount[0] = 0;

    for(int i = 0; i < 6; i++)
    {
        Buffer.AddData(&GrassTexCoords[i], 8);
        vec3 GrassNormal = vec3(0.0f, 1.0f, 0.0f);
        Buffer.AddData(&GrassNormal, 12);
        Buffer.AddData(&GrassVertices[i], 12);
        VerticesCount[0]++;
    }

    VerticesCount[1] = 0;

    for(int y = 0; y < 8; y++)
    {
        for(int x = 0; x < 8 - y; x++)
        {
            vec3 offset = vec3(-5.5f + x * 1.5f + 0.75f * y, 0.5f + y, -5.0f);

            for(int i = 0; i < 36; i++)
            {
                Buffer.AddData(&CubeTexCoords[i % 6], 8);
                Buffer.AddData(&CubeNormals[i / 6], 12);
                vec3 Vertex = CubeVertices[i] + offset;
                Buffer.AddData(&Vertex, 12);
                VerticesCount[1]++;
            }
        }
    }

    VerticesCount[2] = GenerateTorus(Buffer, 1.0f, 0.25f, 32, 16, mat4x4());
    VerticesCount[2] += GenerateTorus(Buffer, 1.0f, 0.25f, 32, 16, rotate(90.0f, vec3(0.0f, 1.0f, 0.0f)));
    VerticesCount[2] += GenerateTorus(Buffer, 1.0f, 0.25f, 32, 16, rotate(90.0f, vec3(1.0f, 0.0f, 0.0f)));

    glGenBuffers(1, &VBO[1]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    glBufferData(GL_ARRAY_BUFFER, Buffer.GetDataSize(), Buffer.GetData(), GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    Buffer.Empty();

    glGenVertexArrays(1, &VAO[1]);
    glBindVertexArray(VAO[1]);
    glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
    glVertexAttribPointer(Lighting.AttribLocations[0], 2, GL_FLOAT, GL_FALSE, 32, (void*)0);
    glEnableVertexAttribArray(Lighting.AttribLocations[0]);
    glVertexAttribPointer(Lighting.AttribLocations[1], 3, GL_FLOAT, GL_FALSE, 32, (void*)8);
    glEnableVertexAttribArray(Lighting.AttribLocations[1]);
    glVertexAttribPointer(Lighting.AttribLocations[2], 3, GL_FLOAT, GL_FALSE, 32, (void*)20);
    glEnableVertexAttribArray(Lighting.AttribLocations[2]);
    glBindVertexArray(0);

    // set camera--------------------------------------------------------------------------------------------------------------

    Camera->Look(vec3(0.0f, 1.75f, 0.0f), vec3(0.0f, 1.75f, -1.0f));

    // ------------------------------------------------------------------------------------------------------------------------

    return true;
}

void CMyOpenGL33Renderer::Resize(int Width, int Height)
{
    this->Width = Width;
    this->Height = Height;

    glViewport(0, 0, Width, Height);

    ProjectionMatrix = perspective(45.0f, (float)Width / (float)Height, 0.125f, 512.0f);
}

void CMyOpenGL33Renderer::Render()
{
    // clear frame buffer -----------------------------------------------------------------------------------------------------

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // set up matrices --------------------------------------------------------------------------------------------------------

    ViewProjectionMatrix = ProjectionMatrix * ViewMatrix;

    // render skybox - depth test must be disabled ----------------------------------------------------------------------------

    glUseProgram(SkyBox);
    glUniform3fv(SkyBox.UniformLocations[0], 1, &Camera->Position);
    glUniformMatrix4fv(SkyBox.UniformLocations[1], 1, GL_FALSE, &ViewProjectionMatrix);
    glBindTexture(GL_TEXTURE_CUBE_MAP, Textures[0]);
    glBindVertexArray(VAO[0]);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    glUseProgram(0);

    // render scene -----------------------------------------------------------------------------------------------------------
    
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);

    glUseProgram(Lighting);

    ModelViewProjectionMatrix = ViewProjectionMatrix;

    glUniformMatrix3fv(Lighting.UniformLocations[0], 1, GL_FALSE, &mat3x3());
    glUniformMatrix4fv(Lighting.UniformLocations[1], 1, GL_FALSE, &ModelViewProjectionMatrix);

    glBindVertexArray(VAO[1]);
    
    // grass

    glBindTexture(GL_TEXTURE_2D, Textures[1]);
    glDrawArrays(GL_TRIANGLES, 0, VerticesCount[0]);

    // cubes

    glBindTexture(GL_TEXTURE_2D, Textures[2]);
    glDrawArrays(GL_TRIANGLES, VerticesCount[0], VerticesCount[1]);

    // tori

    ModelViewProjectionMatrix = ViewProjectionMatrix * ModelMatrix;

    glUniformMatrix3fv(Lighting.UniformLocations[0], 1, GL_FALSE, &NormalMatrix);
    glUniformMatrix4fv(Lighting.UniformLocations[1], 1, GL_FALSE, &ModelViewProjectionMatrix);

    glBindTexture(GL_TEXTURE_2D, Textures[3]);
    glDrawArrays(GL_TRIANGLES, VerticesCount[0] + VerticesCount[1], VerticesCount[2]);

    // unbind and disable what was bound and enabled

    glBindTexture(GL_TEXTURE_2D, 0);
    glBindVertexArray(0);
    glUseProgram(0);

    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);

    // set Text for testing purposes

    Text.Set("Camera.Position = vec3(%.03f, %.03f, %.03f)", Camera->Position.x, Camera->Position.y, Camera->Position.z);
}

bool CMyOpenGL33Renderer::Animate(float FrameTime)
{
    static float Angle = 0.0f;

    // increase angle - rotating object ---------------------------------------------------------------------------------------

    if(!Pause)
    {
        Angle += 22.5f * FrameTime;

        ModelMatrix = translate(0.0f, 1.75f, 5.0f) * rotate(Angle, vec3(0.0f, 1.0f, 0.0f));
        NormalMatrix = transpose(inverse(mat3x3(ModelMatrix)));
    }

    return !Pause;
}

void CMyOpenGL33Renderer::Destroy()
{
    for(int i = 0; i < 4; i++)
    {
        Textures[i].Destroy();
    }

    SkyBox.Destroy();
    Lighting.Destroy();

    glDeleteBuffers(2, VBO);

    glDeleteVertexArrays(2, VAO);
}

void CMyOpenGL33Renderer::OnKeyDown(UINT Key)
{
    switch(Key)
    {
        case 'P':
            Pause = !Pause;
            break;
    }

    COpenGL33Renderer::OnKeyDown(Key);
}

// ----------------------------------------------------------------------------------------------------------------------------

vec3 SkyBoxVertices[36] = 
{
    vec3( 1.0f, -1.0f, -1.0f), vec3( 1.0f, -1.0f,  1.0f), vec3( 1.0f,  1.0f,  1.0f), vec3( 1.0f,  1.0f,  1.0f), vec3( 1.0f,  1.0f, -1.0f), vec3( 1.0f, -1.0f, -1.0f),
    vec3(-1.0f, -1.0f,  1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f,  1.0f, -1.0f), vec3(-1.0f,  1.0f, -1.0f), vec3(-1.0f,  1.0f,  1.0f), vec3(-1.0f, -1.0f,  1.0f),
    vec3(-1.0f,  1.0f, -1.0f), vec3( 1.0f,  1.0f, -1.0f), vec3( 1.0f,  1.0f,  1.0f), vec3( 1.0f,  1.0f,  1.0f), vec3(-1.0f,  1.0f,  1.0f), vec3(-1.0f,  1.0f, -1.0f),
    vec3(-1.0f, -1.0f,  1.0f), vec3( 1.0f, -1.0f,  1.0f), vec3( 1.0f, -1.0f, -1.0f), vec3( 1.0f, -1.0f, -1.0f), vec3(-1.0f, -1.0f, -1.0f), vec3(-1.0f, -1.0f,  1.0f),
    vec3( 1.0f, -1.0f,  1.0f), vec3(-1.0f, -1.0f,  1.0f), vec3(-1.0f,  1.0f,  1.0f), vec3(-1.0f,  1.0f,  1.0f), vec3( 1.0f,  1.0f,  1.0f), vec3( 1.0f, -1.0f,  1.0f), 
    vec3(-1.0f, -1.0f, -1.0f), vec3( 1.0f, -1.0f, -1.0f), vec3( 1.0f,  1.0f, -1.0f), vec3( 1.0f,  1.0f, -1.0f), vec3(-1.0f,  1.0f, -1.0f), vec3(-1.0f, -1.0f, -1.0f) 
};

vec2 GrassTexCoords[6] =
{
    vec2( 0.0f,  0.0f),
    vec2(10.0f,  0.0f),
    vec2(10.0f, 10.0f),
    vec2(10.0f, 10.0f),
    vec2( 0.0f, 10.0f),
    vec2( 0.0f,  0.0f)
};

vec3 GrassVertices[6] = 
{
    vec3(-10.0f, 0.0f,  10.0f),
    vec3( 10.0f, 0.0f,  10.0f),
    vec3( 10.0f, 0.0f, -10.0f),
    vec3( 10.0f, 0.0f, -10.0f),
    vec3(-10.0f, 0.0f, -10.0f),
    vec3(-10.0f, 0.0f,  10.0f)
};

vec2 CubeTexCoords[6] =
{
    vec2(0.0f, 0.0f),
    vec2(1.0f, 0.0f),
    vec2(1.0f, 1.0f),
    vec2(1.0f, 1.0f),
    vec2(0.0f, 1.0f),
    vec2(0.0f, 0.0f)
};

vec3 CubeNormals[6] =
{
    vec3( 1.0f,  0.0f,  0.0f),
    vec3(-1.0f,  0.0f,  0.0f),
    vec3( 0.0f,  1.0f,  0.0f),
    vec3( 0.0f, -1.0f,  0.0f),
    vec3( 0.0f,  0.0f,  1.0f),
    vec3( 0.0f,  0.0f, -1.0f)
};

vec3 CubeVertices[36] = 
{
    vec3( 0.5f, -0.5f,  0.5f), vec3( 0.5f, -0.5f, -0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3( 0.5f, -0.5f,  0.5f),
    vec3(-0.5f, -0.5f, -0.5f), vec3(-0.5f, -0.5f,  0.5f), vec3(-0.5f,  0.5f,  0.5f), vec3(-0.5f,  0.5f,  0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3(-0.5f, -0.5f, -0.5f),
    vec3(-0.5f,  0.5f,  0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3(-0.5f,  0.5f,  0.5f),
    vec3(-0.5f, -0.5f, -0.5f), vec3( 0.5f, -0.5f, -0.5f), vec3( 0.5f, -0.5f,  0.5f), vec3( 0.5f, -0.5f,  0.5f), vec3(-0.5f, -0.5f,  0.5f), vec3(-0.5f, -0.5f, -0.5f),
    vec3(-0.5f, -0.5f,  0.5f), vec3( 0.5f, -0.5f,  0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3( 0.5f,  0.5f,  0.5f), vec3(-0.5f,  0.5f,  0.5f), vec3(-0.5f, -0.5f,  0.5f),
    vec3( 0.5f, -0.5f, -0.5f), vec3(-0.5f, -0.5f, -0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3(-0.5f,  0.5f, -0.5f), vec3( 0.5f,  0.5f, -0.5f), vec3( 0.5f, -0.5f, -0.5f)
};

// ----------------------------------------------------------------------------------------------------------------------------

int GenerateTorus(CBuffer &Buffer, float Radius, float TubeRadius, int SubDivAround, int SubDivTube, const mat4x4 &ModelMatrix)
{
    mat3x3 NormalMatrix = transpose(inverse(mat3x3(ModelMatrix)));

    int VerticesCount = 0;

    vec2 *TexCoords = new vec2[4];
    vec3 *Normals = new vec3[4];
    vec3 *Vertices = new vec3[4];

    int Indices[] = {0, 1, 2, 2, 3, 0};

    float pim2 = 6.283185f;

    float AddAngleAround = pim2 / (float)SubDivAround;
    float AddAngleTube = pim2 / (float)SubDivTube;

    float CurAngleAround = 0.0f;
    int StepsAround = 0;

    while(StepsAround < SubDivAround)
    {
        float NextAngleAround = CurAngleAround + AddAngleAround;

        vec3 Dir1(sin(CurAngleAround), cos(CurAngleAround), 0.0f);
        vec3 Dir2(sin(NextAngleAround), cos(NextAngleAround), 0.0f);

        float CurAngleTube = 0.0f;
        int StepsTube = 0;

        while(StepsTube < SubDivTube)
        {
            float SineTube = sin(CurAngleTube);
            float CosineTube = cos(CurAngleTube);

            float NextAngleTube = CurAngleTube + AddAngleTube;

            float NextSineTube = sin(NextAngleTube);
            float NextCosineTube = cos(NextAngleTube);

            vec3 Mid1 = Dir1 * (Radius - TubeRadius / 2.0f), Mid2 = Dir2 * (Radius - TubeRadius / 2.0f);

            TexCoords[0] = vec2(CurAngleAround / pim2, NextAngleTube / pim2);
            TexCoords[1] = vec2(CurAngleAround / pim2, CurAngleTube / pim2);
            TexCoords[2] = vec2(NextAngleAround / pim2, CurAngleTube / pim2);
            TexCoords[3] = vec2(NextAngleAround / pim2, NextAngleTube / pim2);

            Normals[0] = vec3(0.0f, 0.0f, -NextSineTube) + Dir1 * NextCosineTube;
            Normals[1] = vec3(0.0f, 0.0f, -SineTube) + Dir1 * CosineTube;
            Normals[2] = vec3(0.0f, 0.0f, -SineTube) + Dir2 * CosineTube;
            Normals[3] = vec3(0.0f, 0.0f, -NextSineTube) + Dir2 * NextCosineTube;

            Vertices[0] = Mid1 + vec3(0.0f, 0.0f, -NextSineTube * TubeRadius) + Dir1 * NextCosineTube * TubeRadius;
            Vertices[1] = Mid1 + vec3(0.0f, 0.0f, -SineTube * TubeRadius) + Dir1 * CosineTube * TubeRadius;
            Vertices[2] = Mid2 + vec3(0.0f, 0.0f, -SineTube * TubeRadius) + Dir2 * CosineTube * TubeRadius;
            Vertices[3] = Mid2 + vec3(0.0f, 0.0f, -NextSineTube * TubeRadius) + Dir2 * NextCosineTube * TubeRadius;

            for(int i = 0; i < 6; i++)
            {
                int Index = Indices[i];

                Buffer.AddData(&TexCoords[Index], 8);
                vec3 Normal = NormalMatrix * Normals[Index];
                Buffer.AddData(&Normal, 12);
                vec4 Vertex = ModelMatrix * vec4(Vertices[Index], 1.0f);
                Buffer.AddData(&Vertex, 12);

                VerticesCount++;
            }

            CurAngleTube += AddAngleTube;
            StepsTube++;
        }

        CurAngleAround += AddAngleAround;
        StepsAround++;
    }

    delete [] TexCoords;
    delete [] Normals;
    delete [] Vertices;

    return VerticesCount;
}
skybox.vert
#version 330

uniform vec3 CameraPosition;
uniform mat4x4 ViewProjectionMatrix;

in vec3 vert_Position;

out vec3 TexCoord;

void main()
{
    TexCoord = vec3(vert_Position.x, -vert_Position.yz);
    gl_Position = ViewProjectionMatrix * vec4(vert_Position + CameraPosition, 1.0);
}
skybox.frag
#version 330

uniform samplerCube CubeMap;

in vec3 TexCoord;

out vec4 frag_Color;

void main()
{
    frag_Color = texture(CubeMap, TexCoord);
}
lighting.vert
#version 330

uniform mat3x3 NormalMatrix;
uniform mat4x4 ModelViewProjectionMatrix;

in vec2 vert_TexCoord;
in vec3 vert_Normal;
in vec3 vert_Position;

out vec2 TexCoord;
out vec3 Normal;

void main()
{
    TexCoord = vert_TexCoord;
    Normal = NormalMatrix * vert_Normal;
    gl_Position = ModelViewProjectionMatrix * vec4(vert_Position, 1.0);
}
lighting.frag
#version 330

struct DirectionalLight
{
    float Ambient, Diffuse;
    vec3 Direction;
};

uniform sampler2D Texture;
uniform DirectionalLight Light;

in vec2 TexCoord;
in vec3 Normal;

out vec4 frag_Color;

void main()
{
    frag_Color = texture(Texture, TexCoord);
    float NdotLD = max(dot(normalize(Normal), Light.Direction), 0.0);
    frag_Color.rgb *= Light.Ambient + Light.Diffuse * NdotLD;
}
Download
skybox_glsl_cube_mapping.zip (Visual Studio 2005 Professional)

© 2010 - 2016 Bc. Michal Belanec, michalbelanec (at) centrum (dot) sk
Last update June 25, 2016
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