/*
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 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.
-This program is distributed in the hope that it will be useful,
+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.
+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 this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Skybox.h"
extern float skyboxg;
extern float skyboxb;
-void
-SkyBox::load (const char *ffront, const char *fleft, const char *fback,
- const char *fright, const char *fup, const char *fdown)
+void SkyBox::load (const char *ffront, const char *fleft, const char *fback,
+ const char *fright, const char *fup, const char *fdown)
{
- Game::LoadTexture(ffront, &front, true, false);
- Game::LoadTexture(fleft, &left, true, false);
- Game::LoadTexture(fback, &back, true, false);
- Game::LoadTexture(fright, &right, true, false);
- Game::LoadTexture(fup, &up, true, false);
- Game::LoadTexture(fdown, &down, true, false);
+ front.load(ffront, true, false);
+ left.load(fleft, true, false);
+ back.load(fback, true, false);
+ right.load(fright, true, false);
+ up.load(fup, true, false);
+ down.load(fdown, true, false);
}
-void SkyBox::draw()
+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==2)glScalef(1+blurness/1000,1,1+blurness/1000);
- if(environment!=2)glColor3f(.85*skyboxr,.85*skyboxg,.95*skyboxb);
- else glColor3f(1*skyboxr,.95*skyboxg,.95*skyboxb);
+ 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 );
- glBindTexture(GL_TEXTURE_2D, front);
- 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();
- glBindTexture(GL_TEXTURE_2D, back);
- 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();
- glBindTexture(GL_TEXTURE_2D, up);
- 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();
- glBindTexture(GL_TEXTURE_2D, down);
- 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);
+ 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();
- glBindTexture(GL_TEXTURE_2D, right);
- 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();
- glBindTexture(GL_TEXTURE_2D, left);
- 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();
+ 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()
{
- glDeleteTextures( 1, &front );
- glDeleteTextures( 1, &left );
- glDeleteTextures( 1, &back );
- glDeleteTextures( 1, &right );
- glDeleteTextures( 1, &up );
- glDeleteTextures( 1, &down );
+ front.destroy();
+ left.destroy();
+ back.destroy();
+ right.destroy();
+ up.destroy();
+ down.destroy();
};