118 lines
3.2 KiB
C++
118 lines
3.2 KiB
C++
#include "cmath"
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#include <GL/freeglut.h>
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#include "Util.h"
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#include "stb_image.h"
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#include "Skybox.h"
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#include <string>
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enum{SKY_LEFT=0,SKY_BACK,SKY_RIGHT,SKY_FRONT,SKY_TOP,SKY_BOTTOM};
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GLuint skybox[6];
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Skybox::Skybox(const float &size, const std::string &folder)
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{
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this->size = size;
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this->folder = folder;
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}
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Skybox::~Skybox()
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{
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glDeleteTextures(6, &skybox[0]);
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}
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void Skybox::init()
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{
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skybox[SKY_LEFT] = Util::loadTexture(folder + "left.png");
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skybox[SKY_BACK] = Util::loadTexture(folder + "back.png");
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skybox[SKY_RIGHT] = Util::loadTexture(folder + "right.png");
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skybox[SKY_FRONT] = Util::loadTexture(folder + "front.png");
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skybox[SKY_TOP] = Util::loadTexture(folder + "top.png");
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skybox[SKY_BOTTOM] = Util::loadTexture(folder + "bottom.png");
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}
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void Skybox::draw()
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{
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bool b1 = glIsEnabled(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_COLOR_MATERIAL);
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glBindTexture(GL_TEXTURE_2D, skybox[SKY_BACK]);
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glBegin(GL_QUADS);
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glTexCoord2f(1,1);
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glVertex3f(size / 2, size / 2, size / 2);
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glTexCoord2f(0,1);
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glVertex3f(-size / 2, size / 2, size / 2);
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glTexCoord2f(0,0);
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glVertex3f(-size / 2, -size / 2, size / 2);
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glTexCoord2f(1,0);
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glVertex3f(size / 2, -size / 2, size / 2);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, skybox[SKY_LEFT]);
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glBegin(GL_QUADS);
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//left face
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glTexCoord2f(1,1);
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glVertex3f(-size / 2, size / 2, size / 2);
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glTexCoord2f(0,1);
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glVertex3f(-size / 2, size / 2, -size / 2);
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glTexCoord2f(0,0);
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glVertex3f(-size / 2, -size / 2, -size / 2);
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glTexCoord2f(1,0);
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glVertex3f(-size / 2, -size / 2, size / 2);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, skybox[SKY_FRONT]);
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glBegin(GL_QUADS);
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//front face
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glTexCoord2f(0, 1);
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glVertex3f(size / 2, size / 2, -size / 2);
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glTexCoord2f(1, 1);
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glVertex3f(-size / 2, size / 2, -size / 2);
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glTexCoord2f(1, 0);
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glVertex3f(-size / 2, -size / 2, -size / 2);
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glTexCoord2f(0, 0);
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glVertex3f(size / 2, -size / 2, -size / 2);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, skybox[SKY_RIGHT]);
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glBegin(GL_QUADS);
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//right face
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glTexCoord2f(1, 1);
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glVertex3f(size / 2, size / 2, -size / 2);
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glTexCoord2f(0,1);
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glVertex3f(size / 2, size / 2, size / 2);
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glTexCoord2f(0,0);
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glVertex3f(size / 2, -size / 2, size / 2);
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glTexCoord2f(1, 0);
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glVertex3f(size / 2, -size / 2, -size / 2);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, skybox[SKY_TOP]);
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glBegin(GL_QUADS); //top face
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glTexCoord2f(0,0);
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glVertex3f(size / 2, size / 2, size / 2);
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glTexCoord2f(0,1);
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glVertex3f(-size / 2, size / 2, size / 2);
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glTexCoord2f(1,1);
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glVertex3f(-size / 2, size / 2, -size / 2);
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glTexCoord2f(1,0);
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glVertex3f(size / 2, size / 2, -size / 2);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, skybox[SKY_BOTTOM]);
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glBegin(GL_QUADS);
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//bottom face
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glTexCoord2f(0,1);
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glVertex3f(size / 2, -size / 2, size / 2);
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glTexCoord2f(0,0);
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glVertex3f(-size / 2, -size / 2, size / 2);
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glTexCoord2f(1,0);
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glVertex3f(-size / 2, -size / 2, -size / 2);
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glTexCoord2f(1,1);
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glVertex3f(size / 2, -size / 2, -size / 2);
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glEnd();
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glEnable(GL_LIGHTING); //turn everything back, which we turned on, and turn everything off, which we have turned on.
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glEnable(GL_DEPTH_TEST);
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if (!b1)
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glDisable(GL_TEXTURE_2D);
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}
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