--- /dev/null
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - 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.h"
+#include "Game.h"
+
+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();
+}
+
+SkyBox::~SkyBox()
+{
+ front.destroy();
+ left.destroy();
+ back.destroy();
+ right.destroy();
+ up.destroy();
+ down.destroy();
+};
+