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/*
render/sky.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include "render/render.h"
#include "render/camera.h"
#include "render/sky.h"
#include "render/textures.h"
namespace render
{
size_t Sky::sky_texture_up = 0;
size_t Sky::sky_texture_down = 0;
size_t Sky::sky_texture_left = 0;
size_t Sky::sky_texture_right = 0;
size_t Sky::sky_texture_front = 0;
size_t Sky::sky_texture_back = 0;
std::string Sky::sky_name;
void Sky::draw(const std::string & name, const float wireframe)
{
if (sky_name.compare(name) != 0) {
unload();
}
if (!sky_name.size()) {
if (name.size()) {
const std::string basename("textures/sky/" + name);
sky_texture_up = Textures::load(basename + "_up", false);
sky_texture_down = Textures::load(basename + "_down", false);
sky_texture_left = Textures::load(basename + "_left", false);
sky_texture_right = Textures::load(basename + "_right", false);
sky_texture_front = Textures::load(basename + "_front", false);
sky_texture_back = Textures::load(basename + "_back", false);
}
sky_name.assign(name);
}
/*
* NOTE:
* to use quake3 skyboxes:
* switch left and right images
* rotate top image 90 degrees clockwise
* rotate bottom image 90 degrees counter-clockwise
*
*/
const gl::Primitive primitive = (wireframe ? gl::LineLoop : gl::Quads);
gl::push();
gl::translate(Camera::eye());
gl::enable(GL_TEXTURE_2D);
gl::color(1.0f, 1.0f, 1.0f, 1.0f);
// front
Textures::bind(sky_texture_front);
gl::begin(primitive);
gl::texcoord(0, 0); gl::vertex(1, 1, 1);
gl::texcoord(1, 0); gl::vertex(1, -1, 1);
gl::texcoord(1, 1); gl::vertex(1, -1, -1);
gl::texcoord(0, 1); gl::vertex(1, 1, -1);
gl::end();
// right
Textures::bind(sky_texture_right);
gl::begin(primitive);
gl::texcoord(0, 0); gl::vertex(1, -1, 1);
gl::texcoord(1, 0); gl::vertex(-1, -1, 1);
gl::texcoord(1, 1); gl::vertex(-1, -1, -1);
gl::texcoord(0, 1); gl::vertex(1, -1, -1);
gl::end();
// back
Textures::bind(sky_texture_back);
gl::begin(primitive);
gl::texcoord(0, 0); gl::vertex(-1, -1, 1);
gl::texcoord(1, 0); gl::vertex(-1, 1, 1);
gl::texcoord(1, 1); gl::vertex(-1, 1, -1);
gl::texcoord(0, 1); gl::vertex(-1, -1, -1);
gl::end();
// left
Textures::bind(sky_texture_left);
gl::begin(primitive);
gl::texcoord(0, 0); gl::vertex(-1, 1, 1);
gl::texcoord(1, 0); gl::vertex(1, 1, 1);
gl::texcoord(1, 1); gl::vertex(1, 1, -1);
gl::texcoord(0, 1); gl::vertex(-1, 1, -1);
gl::end();
// up
Textures::bind(sky_texture_up);
gl::begin(primitive);
gl::texcoord(0, 0); gl::vertex(-1, 1, 1);
gl::texcoord(1, 0); gl::vertex(-1, -1, 1);
gl::texcoord(1, 1); gl::vertex(1, -1, 1);
gl::texcoord(0, 1); gl::vertex(1, 1, 1);
gl::end();
// down
Textures::bind(sky_texture_down);
gl::begin(primitive);
gl::texcoord(0, 0); gl::vertex(1, 1, -1);
gl::texcoord(1, 0); gl::vertex(1, -1, -1);
gl::texcoord(1, 1); gl::vertex(-1, -1, -1);
gl::texcoord(0, 1); gl::vertex(-1, 1, -1);
gl::end();
gl::pop();
gl::disable(GL_TEXTURE_2D);
Stats::quads += 6;
}
void Sky::unload()
{
if (sky_texture_up) {
Textures::unload(sky_texture_up);
sky_texture_up = 0;
}
if (sky_texture_down) {
Textures::unload(sky_texture_down);
sky_texture_down = 0;
}
if (sky_texture_left) {
Textures::unload(sky_texture_left);
sky_texture_left = 0;
}
if (sky_texture_right) {
Textures::unload(sky_texture_right);
sky_texture_right = 0;
}
if (sky_texture_front) {
Textures::unload(sky_texture_front);
sky_texture_front = 0;
}
if (sky_texture_back) {
Textures::unload(sky_texture_back);
sky_texture_back = 0;
}
sky_name.clear();
}
} // namespace render
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