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/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Environment/Skybox.hpp"
#include "Game.hpp"
extern float viewdistance;
extern float blurness;
extern int environment;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
extern float skyboxb;
void SkyBox::load(const std::string& ffront, const std::string& fleft, const std::string& fback,
const std::string& fright, const std::string& fup, const std::string& fdown)
{
front.load(ffront, true);
left.load(fleft, true);
back.load(fback, true);
right.load(fright, true);
up.load(fup, true);
down.load(fdown, true);
}
void SkyBox::draw()
{
static float size = viewdistance / 4;
glPushMatrix();
static GLfloat M[16];
glGetFloatv(GL_MODELVIEW_MATRIX, M);
M[12] = 0;
M[13] = 0;
M[14] = 0;
glLoadMatrixf(M);
if (environment == desertenvironment) {
glScalef(1 + blurness / 1000, 1, 1 + blurness / 1000);
glColor3f(1 * skyboxr, .95 * skyboxg, .95 * skyboxb);
} else {
glColor3f(.85 * skyboxr, .85 * skyboxg, .95 * skyboxb);
}
if (!skyboxtexture) {
glDisable(GL_TEXTURE_2D);
glColor3f(skyboxr * .8, skyboxg * .8, skyboxb * .8);
}
glDepthMask(0);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
if (skyboxtexture) {
glEnable(GL_TEXTURE_2D);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
front.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, -1);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, size);
glTexCoord2f(1, 0);
glVertex3f(size, -size, size);
glTexCoord2f(1, 1);
glVertex3f(size, size, size);
glTexCoord2f(0, 1);
glVertex3f(-size, size, size);
glEnd();
back.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1);
glTexCoord2f(1, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 1);
glVertex3f(-size, size, -size);
glTexCoord2f(0, 1);
glVertex3f(size, size, -size);
glTexCoord2f(0, 0);
glVertex3f(size, -size, -size);
glEnd();
up.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glNormal3f(0.0f, -1.0f, 0);
glTexCoord2f(0, 1);
glVertex3f(-size, size, -size);
glTexCoord2f(0, 0);
glVertex3f(-size, size, size);
glTexCoord2f(1, 0);
glVertex3f(size, size, size);
glTexCoord2f(1, 1);
glVertex3f(size, size, -size);
glEnd();
down.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0);
glVertex3f(size, -size, -size);
glTexCoord2f(1, 1);
glVertex3f(size, -size, size);
glTexCoord2f(0, 1);
glVertex3f(-size, -size, size);
glEnd();
right.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0);
glTexCoord2f(1, 0);
glVertex3f(size, -size, -size);
glTexCoord2f(1, 1);
glVertex3f(size, size, -size);
glTexCoord2f(0, 1);
glVertex3f(size, size, size);
glTexCoord2f(0, 0);
glVertex3f(size, -size, size);
glEnd();
left.bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glNormal3f(1.0f, 0.0f, 0);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0);
glVertex3f(-size, -size, size);
glTexCoord2f(1, 1);
glVertex3f(-size, size, size);
glTexCoord2f(0, 1);
glVertex3f(-size, size, -size);
glEnd();
glEnable(GL_CULL_FACE);
glDepthMask(1);
glPopMatrix();
}
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