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Skybox.cpp
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#include "Skybox.h"
#include "Image.h"
#include "Texture.h"
void Skybox::init(const Image &front, const Image &left, const Image &back, const Image &right, const Image &up, const Image &down)
{
textures[0] = textureManager.load(front, false);
textures[1] = textureManager.load(left, false);
textures[2] = textureManager.load(back, false);
textures[3] = textureManager.load(right, false);
textures[4] = textureManager.load(up, false);
textures[5] = textureManager.load(down, false);
}
void Skybox::render(const Vector3f &size) const
{
glPushMatrix();
glScalef(size.getX(), size.getY(), size.getZ());
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glColor4f(1.0, 1.0, 1.0, 1.0);
//front
textureManager.bind(textures[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0, 0.0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0, 1.0);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0, 1.0);
glVertex3f(0.5f, 0.5f, -0.5f);
glEnd();
//left
textureManager.bind(textures[1]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0, 0.0);
glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0, 1.0);
glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0, 1.0);
glVertex3f(0.5f, 0.5f, 0.5f);
glEnd();
//back
textureManager.bind(textures[2]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0, 0.0);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0, 1.0);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0, 1.0);
glVertex3f(-0.5f, 0.5f, 0.5f);
glEnd();
//right
textureManager.bind(textures[3]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0, 0.0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0, 1.0);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0, 1.0);
glVertex3f(-0.5f, 0.5f, -0.5f);
glEnd();
//up
textureManager.bind(textures[4]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0, 0.0);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0, 0.0);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0, 1.0);
glVertex3f(0.5f, 0.5f, -0.5f);
glEnd();
//down
textureManager.bind(textures[5]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(0.0, 1.0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0, 1.0);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0, 0.0);
glVertex3f(0.5f, -0.5f, -0.5f);
glEnd();
glPopAttrib();
glPopMatrix();
}