along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Environment/Skybox.h"
-#include "Game.h"
+#include "Environment/Skybox.hpp"
+
+#include "Game.hpp"
extern float viewdistance;
extern float blurness;
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)
+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);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
- if (skyboxtexture)
+ if (skyboxtexture) {
glEnable(GL_TEXTURE_2D);
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ }
+ 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 );
+ 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);
+ glNormal3f(0.0f, 0.0f, -1);
glTexCoord2f(0, 0);
- glVertex3f(-size, -size, size);
+ glVertex3f(-size, -size, size);
glTexCoord2f(1, 0);
- glVertex3f( size, -size, size);
+ glVertex3f(size, -size, size);
glTexCoord2f(1, 1);
- glVertex3f( size, size, size);
+ glVertex3f(size, size, size);
glTexCoord2f(0, 1);
- glVertex3f(-size, size, size);
+ 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 );
+ 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);
+ glNormal3f(0.0f, 0.0f, 1);
glTexCoord2f(1, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 1);
- glVertex3f(-size, size, -size);
+ glVertex3f(-size, size, -size);
glTexCoord2f(0, 1);
- glVertex3f( size, size, -size);
+ glVertex3f(size, size, -size);
glTexCoord2f(0, 0);
- glVertex3f( size, -size, -size);
+ 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 );
+ 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);
+ glNormal3f(0.0f, -1.0f, 0);
glTexCoord2f(0, 1);
- glVertex3f(-size, size, -size);
+ glVertex3f(-size, size, -size);
glTexCoord2f(0, 0);
- glVertex3f(-size, size, size);
+ glVertex3f(-size, size, size);
glTexCoord2f(1, 0);
- glVertex3f( size, size, size);
+ glVertex3f(size, size, size);
glTexCoord2f(1, 1);
- glVertex3f( size, size, -size);
+ 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 );
+ 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);
+ glNormal3f(0.0f, 1.0f, 0);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0);
- glVertex3f( size, -size, -size);
+ glVertex3f(size, -size, -size);
glTexCoord2f(1, 1);
- glVertex3f( size, -size, size);
+ glVertex3f(size, -size, size);
glTexCoord2f(0, 1);
- glVertex3f(-size, -size, size);
+ 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 );
+ 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);
+ glNormal3f(-1.0f, 0.0f, 0);
glTexCoord2f(1, 0);
- glVertex3f( size, -size, -size);
+ glVertex3f(size, -size, -size);
glTexCoord2f(1, 1);
- glVertex3f( size, size, -size);
+ glVertex3f(size, size, -size);
glTexCoord2f(0, 1);
- glVertex3f( size, size, size);
+ glVertex3f(size, size, size);
glTexCoord2f(0, 0);
- glVertex3f( size, -size, size);
+ 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 );
+ 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);
+ glNormal3f(1.0f, 0.0f, 0);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0);
- glVertex3f(-size, -size, size);
+ glVertex3f(-size, -size, size);
glTexCoord2f(1, 1);
- glVertex3f(-size, size, size);
+ glVertex3f(-size, size, size);
glTexCoord2f(0, 1);
- glVertex3f(-size, size, -size);
+ 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();
-};
-