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- #include "cmath"
- #include <GL/freeglut.h>
- #include "Util.h"
- #include "stb_image.h"
- #include "Skybox.h"
- #include <string>
- #include <iostream>
- 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;
- brightness = 80;
- targetBrightness = 80;
- }
- 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()
- {
- glColor4f(brightness/255, brightness/255, brightness/255, 1);
- 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);
- }
- void Skybox::update(float deltaTime, int curr, int max)
- {
- targetBrightness = 80 + ((255 - 80) / max) * curr;
- if (targetBrightness > brightness + 2)
- {
- brightness += 20 * deltaTime;
- }
- if (targetBrightness < brightness - 2)
- {
- brightness -= 20 * deltaTime;
- }
- }
- GLuint Skybox::loadTexture(const std::string & fileName) //load the filename named texture
- {
- int width, height, bpp;
- stbi_set_flip_vertically_on_load(true);
- unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
- GLuint num;
- glGenTextures(1, &num);
- glBindTexture(GL_TEXTURE_2D, num);
- glTexImage2D(GL_TEXTURE_2D,
- 0, //level
- GL_RGBA, //internal format
- width, //width
- height, //height
- 0, //border
- GL_RGBA, //data format
- GL_UNSIGNED_BYTE, //data type
- imgData); //data
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- stbi_image_free(imgData);
- return num;
- }
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