Skybox.cpp 4.3 KB

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  1. #include "cmath"
  2. #include <GL/freeglut.h>
  3. #include "stb_image.h"
  4. #include "Skybox.h"
  5. #include <string>
  6. #include <iostream>
  7. enum{SKY_LEFT=0,SKY_BACK,SKY_RIGHT,SKY_FRONT,SKY_TOP,SKY_BOTTOM};
  8. GLuint skybox[6];
  9. Skybox::Skybox(const float &size, const std::string &folder)
  10. {
  11. this->size = size;
  12. this->folder = folder;
  13. brightness = 80;
  14. targetBrightness = 80;
  15. }
  16. Skybox::~Skybox()
  17. {
  18. glDeleteTextures(6, &skybox[0]);
  19. }
  20. void Skybox::init()
  21. {
  22. skybox[SKY_LEFT] = loadTexture(folder + "left.png");
  23. skybox[SKY_BACK] = loadTexture(folder + "back.png");
  24. skybox[SKY_RIGHT] = loadTexture(folder + "right.png");
  25. skybox[SKY_FRONT] = loadTexture(folder + "front.png");
  26. skybox[SKY_TOP] = loadTexture(folder + "top.png");
  27. skybox[SKY_BOTTOM] = loadTexture(folder + "bottom.png");
  28. }
  29. void Skybox::draw()
  30. {
  31. glColor4f(brightness/255, brightness/255, brightness/255, 1);
  32. bool b1 = glIsEnabled(GL_TEXTURE_2D);
  33. glDisable(GL_LIGHTING);
  34. glDisable(GL_DEPTH_TEST);
  35. glEnable(GL_TEXTURE_2D);
  36. glDisable(GL_COLOR_MATERIAL);
  37. glBindTexture(GL_TEXTURE_2D, skybox[SKY_BACK]);
  38. glBegin(GL_QUADS);
  39. glTexCoord2f(1,1);
  40. glVertex3f(size / 2, size / 2, size / 2);
  41. glTexCoord2f(0,1);
  42. glVertex3f(-size / 2, size / 2, size / 2);
  43. glTexCoord2f(0,0);
  44. glVertex3f(-size / 2, -size / 2, size / 2);
  45. glTexCoord2f(1,0);
  46. glVertex3f(size / 2, -size / 2, size / 2);
  47. glEnd();
  48. glBindTexture(GL_TEXTURE_2D, skybox[SKY_LEFT]);
  49. glBegin(GL_QUADS);
  50. //left face
  51. glTexCoord2f(1,1);
  52. glVertex3f(-size / 2, size / 2, size / 2);
  53. glTexCoord2f(0,1);
  54. glVertex3f(-size / 2, size / 2, -size / 2);
  55. glTexCoord2f(0,0);
  56. glVertex3f(-size / 2, -size / 2, -size / 2);
  57. glTexCoord2f(1,0);
  58. glVertex3f(-size / 2, -size / 2, size / 2);
  59. glEnd();
  60. glBindTexture(GL_TEXTURE_2D, skybox[SKY_FRONT]);
  61. glBegin(GL_QUADS);
  62. //front face
  63. glTexCoord2f(0, 1);
  64. glVertex3f(size / 2, size / 2, -size / 2);
  65. glTexCoord2f(1, 1);
  66. glVertex3f(-size / 2, size / 2, -size / 2);
  67. glTexCoord2f(1, 0);
  68. glVertex3f(-size / 2, -size / 2, -size / 2);
  69. glTexCoord2f(0, 0);
  70. glVertex3f(size / 2, -size / 2, -size / 2);
  71. glEnd();
  72. glBindTexture(GL_TEXTURE_2D, skybox[SKY_RIGHT]);
  73. glBegin(GL_QUADS);
  74. //right face
  75. glTexCoord2f(1, 1);
  76. glVertex3f(size / 2, size / 2, -size / 2);
  77. glTexCoord2f(0,1);
  78. glVertex3f(size / 2, size / 2, size / 2);
  79. glTexCoord2f(0,0);
  80. glVertex3f(size / 2, -size / 2, size / 2);
  81. glTexCoord2f(1, 0);
  82. glVertex3f(size / 2, -size / 2, -size / 2);
  83. glEnd();
  84. glBindTexture(GL_TEXTURE_2D, skybox[SKY_TOP]);
  85. glBegin(GL_QUADS); //top face
  86. glTexCoord2f(0,0);
  87. glVertex3f(size / 2, size / 2, size / 2);
  88. glTexCoord2f(0,1);
  89. glVertex3f(-size / 2, size / 2, size / 2);
  90. glTexCoord2f(1,1);
  91. glVertex3f(-size / 2, size / 2, -size / 2);
  92. glTexCoord2f(1,0);
  93. glVertex3f(size / 2, size / 2, -size / 2);
  94. glEnd();
  95. glBindTexture(GL_TEXTURE_2D, skybox[SKY_BOTTOM]);
  96. glBegin(GL_QUADS);
  97. //bottom face
  98. glTexCoord2f(0,1);
  99. glVertex3f(size / 2, -size / 2, size / 2);
  100. glTexCoord2f(0,0);
  101. glVertex3f(-size / 2, -size / 2, size / 2);
  102. glTexCoord2f(1,0);
  103. glVertex3f(-size / 2, -size / 2, -size / 2);
  104. glTexCoord2f(1,1);
  105. glVertex3f(size / 2, -size / 2, -size / 2);
  106. glEnd();
  107. glEnable(GL_LIGHTING); //turn everything back, which we turned on, and turn everything off, which we have turned on.
  108. glEnable(GL_DEPTH_TEST);
  109. if (!b1)
  110. glDisable(GL_TEXTURE_2D);
  111. }
  112. void Skybox::update(float deltaTime, int curr, int max)
  113. {
  114. targetBrightness = 80 + ((255 - 80) / max) * curr;
  115. if (targetBrightness > brightness)
  116. {
  117. brightness += 20 * deltaTime;
  118. }
  119. }
  120. GLuint Skybox::loadTexture(const std::string & fileName) //load the filename named texture
  121. {
  122. int width, height, bpp;
  123. stbi_set_flip_vertically_on_load(true);
  124. unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
  125. GLuint num;
  126. glGenTextures(1, &num);
  127. glBindTexture(GL_TEXTURE_2D, num);
  128. glTexImage2D(GL_TEXTURE_2D,
  129. 0, //level
  130. GL_RGBA, //internal format
  131. width, //width
  132. height, //height
  133. 0, //border
  134. GL_RGBA, //data format
  135. GL_UNSIGNED_BYTE, //data type
  136. imgData); //data
  137. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  138. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  139. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  140. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  141. stbi_image_free(imgData);
  142. return num;
  143. }