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SkyBox.cpp
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SkyBox.cpp
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//-----------------------------------------------------------------------------
// File: SkyBox.cpp
//
// Desc:
//
// Copyright (c) 2002 Dan
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Includes
#include "SkyBox.h"
#include "main.h"
#include "OpenGL.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Construction/Destruction
//-----------------------------------------------------------------------------
CSkyBox::CSkyBox()
{
Log( "CSkyBox::CSkyBox()\n" );
m_Camera.SetFromVec( 0, 0, 0 );
}
CSkyBox::~CSkyBox()
{
Log( "CSkyBox::~CSkyBox()\n" );
}
//-----------------------------------------------------------------------------
// Name: Init()
// Desc:
//-----------------------------------------------------------------------------
bool CSkyBox::Init()
{
Log( "CSkyBox::Init()\n" );
//TextureManager->LoadTextureSet( false, "custom.tex" );
return true;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Renders the skybox
//-----------------------------------------------------------------------------
bool CSkyBox::Render()
{
m_Camera.Render();
glColor3f( 255, 255, 255 );
float side = 3.0f;
// TextureManager->PrepareTexture( 0 ); // Back
glBegin( GL_QUADS );
glTexCoord2f( 0, 1.0f ); glVertex3f( -side, side, -side );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( side+.01f, side, -side );
glTexCoord2f( 1.0f, 0 ); glVertex3f( side+.01f, -side, -side );
glTexCoord2f( 0, 0 ); glVertex3f( -side, -side, -side );
glEnd();
// TextureManager->PrepareTexture( 1 ); // Bottom
glBegin( GL_QUADS );
glTexCoord2f( 1.0f, 0 ); glVertex3f( -side, -side, -side );
glTexCoord2f( 0, 0 ); glVertex3f( side, -side, -side );
glTexCoord2f( 0, 1.0f ); glVertex3f( side, -side, side );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -side, -side, side );
glEnd();
// TextureManager->PrepareTexture( 2 ); // Front
glBegin( GL_QUADS );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -side, side, side );
glTexCoord2f( 0, 1.0f ); glVertex3f( side, side, side );
glTexCoord2f( 0, 0 ); glVertex3f( side, -side, side );
glTexCoord2f( 1.0f, 0 ); glVertex3f( -side, -side, side );
glEnd();
// TextureManager->PrepareTexture( 5 ); // Left
glBegin( GL_QUADS );
glTexCoord2f( 0, 1.0f ); glVertex3f( -side, side, side );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -side, side, -side );
glTexCoord2f( 1.0f, 0 ); glVertex3f( -side, -side, -side );
glTexCoord2f( 0, 0 ); glVertex3f( -side, -side, side );
glEnd();
// TextureManager->PrepareTexture( 4 ); // Right
glBegin( GL_QUADS );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( side, side, side );
glTexCoord2f( 0, 1.0f ); glVertex3f( side, side, -side-.01f );
glTexCoord2f( 0, 0 ); glVertex3f( side, -side, -side-.01f );
glTexCoord2f( 1.0f, 0 ); glVertex3f( side, -side, side );
glEnd();
// TextureManager->PrepareTexture( 5 ); // Top
glBegin( GL_QUADS );
glTexCoord2f( 1.0f, 1.0f ); glVertex3f( -side, side, -side );
glTexCoord2f( 0, 1.0f ); glVertex3f( side, side, -side );
glTexCoord2f( 0, 0 ); glVertex3f( side, side, side );
glTexCoord2f( 1.0f, 0 ); glVertex3f( -side, side, side );
glEnd();
// This makes the sky a backdrop
glClear( GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
return true;
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates the skybox
//-----------------------------------------------------------------------------
bool CSkyBox::Update( float fElapsed, CDInput &Input, CCamera* camera )
{
m_Camera.SetToVec( camera->GetToVec() - camera->GetFromVec() );
return true;
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates the skybox
//-----------------------------------------------------------------------------
bool CSkyBox::Release()
{
return true;
}