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