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source: orxonox.OLD/orxonox/branches/physics/src/world_entities/skybox.cc @ 4098

Last change on this file since 4098 was 3953, checked in by patrick, 20 years ago

orxonox/branches/physics: merged with trunk - with command svn merge -r 3866:HEAD

File size: 5.6 KB
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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12   ### File Specific:
13   main-programmer: David Gruetter
14   co-programmer: Benjamin Grauer
15   
16   Created by Dave: this file is actually quite similar to player.cc and so is
17   skybox.h similar to player.h
18   With that said, things should be clear:)
19   
20   Edited:
21   Bensch: more constructors, changeability, comments...
22   Patrick: giving it the common orxonox style, not much to do... good work Dave!
23
24*/
25
26#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
27
28
29#include "skybox.h"
30#include "stdincl.h"
31
32#include "material.h"
33#include "vector.h"
34#include "resource_manager.h"
35#include "model.h"
36//#include "world_entity.h"
37
38
39using namespace std;
40
41/**
42   \brief Constructs a SkyBox and takes fileName as a map.
43   \param fileName the file to take as input for the SkyBox
44*/
45SkyBox::SkyBox(char* fileName)
46{
47  this->setClassName("SkyBox");
48  this->material = new Material*[6];
49  for (int i = 0; i <6; i++) 
50    {
51      this->material[i] = new Material();
52      this->material[i]->setIllum(3);
53      this->material[i]->setDiffuse(0.0,0.0,0.0);
54      this->material[i]->setSpecular(0.0,0.0,0.0);
55      this->material[i]->setAmbient(2.0, 2.0, 2.0);
56    }
57  this->setMode(PNODE_MOVEMENT);
58
59  this->setSize(1900.0);
60}
61
62
63/**
64   \brief default destructor
65*/
66SkyBox::~SkyBox()
67{
68  PRINTF(5)("Deleting the SkyBox\n");
69 
70  for (int i = 0; i < 6; i++)
71    delete this->material[i];
72  delete []this->material;
73}
74
75/**
76   \brief sets A set of textures when just giving a Name and an extension:
77
78   usage: give this function an argument like
79   setTexture("skybox", "jpg");
80   and it will convert this to
81   setTextures("skybox_top.jpg", "skybox_bottom.jpg", "skybox_left.jpg",
82               "skybox_right.jpg", "skybox_front.jpg", "skybox_back.jpg");
83*/
84void SkyBox::setTexture(const char* name, const char* extension)
85{
86  char* top    = new char[strlen(name)+strlen(extension)+ 6];
87  char* bottom = new char[strlen(name)+strlen(extension)+ 9];
88  char* left   = new char[strlen(name)+strlen(extension)+ 7];
89  char* right  = new char[strlen(name)+strlen(extension)+ 8];
90  char* front  = new char[strlen(name)+strlen(extension)+ 8];
91  char* back   = new char[strlen(name)+strlen(extension)+ 7];
92
93  sprintf(top, "%s_top.%s", name, extension);
94  sprintf(bottom, "%s_bottom.%s", name, extension);
95  sprintf(left, "%s_left.%s", name, extension);
96  sprintf(right, "%s_right.%s", name, extension);
97  sprintf(front, "%s_front.%s", name, extension);
98  sprintf(back, "%s_back.%s", name, extension);
99 
100  this->setTextures(top, bottom, left, right, front, back);
101
102  delete []top;
103  delete []bottom;
104  delete []left;
105  delete []right;
106  delete []front;
107  delete []back;
108}
109
110/**
111   \brief Defines which textures should be loaded onto the SkyBox.
112   \param top the top texture.
113   \param bottom the bottom texture.
114   \param left the left texture.
115   \param right the right texture.
116   \param front the front texture.
117   \param back the back texture.
118*/
119void SkyBox::setTextures(const char* top, const char* bottom, const char* left, const char* right, const char* front, const char* back)
120{
121  this->material[0]->setDiffuseMap(top);
122  this->material[1]->setDiffuseMap(bottom);
123  this->material[2]->setDiffuseMap(left);
124  this->material[3]->setDiffuseMap(right);
125  this->material[4]->setDiffuseMap(front);
126  this->material[5]->setDiffuseMap(back);
127
128  this->rebuild();
129}
130
131/**
132   \param size The new size of the SkyBox
133*/
134void SkyBox::setSize(float size)
135{
136  this->size = size;
137
138  this->rebuild();
139}
140
141/**
142   \brief draws the SkyBox
143*/
144void SkyBox::draw()
145{
146  glPushMatrix();
147  glMatrixMode(GL_MODELVIEW);
148  Vector r = this->getAbsCoor();
149  glTranslatef(r.x, r.y, r.z);
150
151  this->model->draw();
152
153  glPopMatrix();
154}
155
156
157/**
158   \brief rebuilds the SkyBox
159   
160   this must be done, when changing the Size of the Skybox (runtime-efficency)
161*/
162void SkyBox::rebuild()
163{
164  if (this->model)
165    delete model;
166  model = new Model();
167
168  model->addVertex (-0.5*size, -0.5*size, 0.5*size); 
169  model->addVertex (0.5*size, -0.5*size, 0.5*size);
170  model->addVertex (-0.5*size, 0.5*size, 0.5*size);
171  model->addVertex (0.5*size, 0.5*size, 0.5*size);
172  model->addVertex (-0.5*size, 0.5*size, -0.5*size);
173  model->addVertex (0.5*size, 0.5*size, -0.5*size);
174  model->addVertex (-0.5*size, -0.5*size, -0.5*size);
175  model->addVertex (0.5*size, -0.5*size, -0.5*size);
176
177  model->addVertexTexture (0.0, 0.0);
178  model->addVertexTexture (1.0, 0.0);
179  model->addVertexTexture (1.0, 1.0);
180  model->addVertexTexture (0.0, 1.0);
181
182  model->addVertexNormal (0.0, 0.0, 1.0);
183  model->addVertexNormal (0.0, 1.0, 0.0);
184  model->addVertexNormal (0.0, 0.0, -1.0);
185  model->addVertexNormal (0.0, -1.0, 0.0);
186  model->addVertexNormal (1.0, 0.0, 0.0);
187  model->addVertexNormal (-1.0, 0.0, 0.0);
188
189  model->setMaterial(material[0]);
190  model->addFace (4, VERTEX_TEXCOORD_NORMAL, 3,2,4, 4,3,4, 6,4,4, 5,1,4); // top
191  model->setMaterial(material[1]);
192  model->addFace (4, VERTEX_TEXCOORD_NORMAL, 7,4,2, 8,1,2, 2,2,2, 1,3,2); // bottom
193  model->setMaterial(material[2]);
194  model->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,1,3, 2,2,3, 4,3,3, 3,4,3); // left
195  model->setMaterial(material[3]);
196  model->addFace (4, VERTEX_TEXCOORD_NORMAL, 5,3,1, 6,4,1, 8,1,1, 7,2,1); // right
197  model->setMaterial(material[4]);
198  model->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,1,6, 8,2,6, 6,3,6, 4,4,6); // front
199  model->setMaterial(material[5]);
200  model->addFace (4, VERTEX_TEXCOORD_NORMAL, 7,1,5, 1,2,5, 3,3,5, 5,4,5); // back
201 
202  model->finalize();
203}
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