This program 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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
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)
{
- 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);
+ 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 == 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);
- 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);
+ 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();
+ 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()