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source: orxonox.OLD/orxonox/trunk/src/world_entities/skybox.cc @ 4227

Last change on this file since 4227 was 4136, checked in by bensch, 20 years ago

orxonox/trunk: skyModel now gets unloaded/loaded for real. There was some danger, when loading a model into a WorldEntity not using the resourceManager. so this should not be done anymore.
maybe i will write a fix to the ResourceManager, enabling it, to also load pointers to user-space-defined Variables… we'll see

File size: 6.6 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
31#include "stdincl.h"
32#include "factory.h"
33
34#include "material.h"
35#include "vector.h"
36#include "resource_manager.h"
37#include "model.h"
38//#include "world_entity.h"
39
40CREATE_FACTORY(SkyBox);
41
42using namespace std;
43
44/**
45   \brief Constructs a SkyBox and takes fileName as a map.
46   \param fileName the file to take as input for the SkyBox
47*/
48SkyBox::SkyBox(char* fileName)
49{
50  this->preInit();
51  this->postInit();
52}
53
54SkyBox::SkyBox(TiXmlElement* root) : WorldEntity(root)
55{
56  this->preInit();
57
58  const char* string;
59
60  // Model Loading     
61  string = grabParameter( root, "materialset");
62  if( string != NULL)
63    this->setTexture(string, "jpg");
64  else
65    {
66      PRINTF(0)("SkyBox is missing a proper 'MaterialSet'\n");
67    }
68  if( this->skyModel == NULL)
69    {
70      PRINTF(0)("SkyBox model '%s' could not be loaded\n", string);
71    }
72  this->postInit();
73}
74
75void SkyBox::preInit(void)
76{
77  this->setClassName("SkyBox");
78  this->skyModel = NULL;
79  this->material = new Material*[6];
80  for (int i = 0; i < 6; i++) 
81    {
82      this->material[i] = new Material();
83      this->material[i]->setIllum(3);
84      this->material[i]->setDiffuse(0.0,0.0,0.0);
85      this->material[i]->setSpecular(0.0,0.0,0.0);
86      this->material[i]->setAmbient(2.0, 2.0, 2.0);
87    }
88  this->setMode(PNODE_MOVEMENT);
89}
90
91void SkyBox::postInit(void)
92{
93  this->setSize(1900.0);
94  this->rebuild();
95}
96
97
98/**
99   \brief default destructor
100*/
101SkyBox::~SkyBox()
102{
103  PRINTF(5)("Deleting SkyBox\n");
104  for (int i = 0; i < 6; i++)
105    delete this->material[i];
106  delete []this->material;
107}
108
109/**
110   \brief sets A set of textures when just giving a Name and an extension:
111
112   usage: give this function an argument like
113   setTexture("skybox", "jpg");
114   and it will convert this to
115   setTextures("skybox_top.jpg", "skybox_bottom.jpg", "skybox_left.jpg",
116               "skybox_right.jpg", "skybox_front.jpg", "skybox_back.jpg");
117*/
118void SkyBox::setTexture(const char* name, const char* extension)
119{
120  char* top    = new char[strlen(name)+strlen(extension)+ 10];
121  char* bottom = new char[strlen(name)+strlen(extension)+ 10];
122  char* left   = new char[strlen(name)+strlen(extension)+ 10];
123  char* right  = new char[strlen(name)+strlen(extension)+ 10];
124  char* front  = new char[strlen(name)+strlen(extension)+ 10];
125  char* back   = new char[strlen(name)+strlen(extension)+ 10];
126
127  sprintf(top, "%s_top.%s", name, extension);
128  sprintf(bottom, "%s_bottom.%s", name, extension);
129  sprintf(left, "%s_left.%s", name, extension);
130  sprintf(right, "%s_right.%s", name, extension);
131  sprintf(front, "%s_front.%s", name, extension);
132  sprintf(back, "%s_back.%s", name, extension);
133 
134  this->setTextures(top, bottom, left, right, front, back);
135
136  // deleted alocated memory of this function
137  delete []top;
138  delete []bottom;
139  delete []left;
140  delete []right;
141  delete []front;
142  delete []back;
143}
144
145/**
146   \brief Defines which textures should be loaded onto the SkyBox.
147   \param top the top texture.
148   \param bottom the bottom texture.
149   \param left the left texture.
150   \param right the right texture.
151   \param front the front texture.
152   \param back the back texture.
153*/
154void SkyBox::setTextures(const char* top, const char* bottom, const char* left, const char* right, const char* front, const char* back)
155{
156  this->material[0]->setDiffuseMap(top);
157  this->material[1]->setDiffuseMap(bottom);
158  this->material[2]->setDiffuseMap(left);
159  this->material[3]->setDiffuseMap(right);
160  this->material[4]->setDiffuseMap(front);
161  this->material[5]->setDiffuseMap(back);
162}
163
164/**
165   \param size The new size of the SkyBox
166*/
167void SkyBox::setSize(float size)
168{
169  this->size = size;
170}
171
172/**
173   \brief draws the SkyBox
174*/
175void SkyBox::draw()
176{
177  glPushMatrix();
178  glMatrixMode(GL_MODELVIEW);
179  Vector r = this->getAbsCoor();
180  glTranslatef(r.x, r.y, r.z);
181
182  this->skyModel->draw();
183
184  glPopMatrix();
185}
186
187
188/**
189   \brief rebuilds the SkyBox
190   
191   this must be done, when changing the Size of the Skybox (runtime-efficency)
192*/
193void SkyBox::rebuild()
194{
195  if (this->skyModel)
196    delete skyModel;
197  skyModel = new Model();
198
199  this->skyModel->addVertex (-0.5*size, -0.5*size, 0.5*size); 
200  this->skyModel->addVertex (0.5*size, -0.5*size, 0.5*size);
201  this->skyModel->addVertex (-0.5*size, 0.5*size, 0.5*size);
202  this->skyModel->addVertex (0.5*size, 0.5*size, 0.5*size);
203  this->skyModel->addVertex (-0.5*size, 0.5*size, -0.5*size);
204  this->skyModel->addVertex (0.5*size, 0.5*size, -0.5*size);
205  this->skyModel->addVertex (-0.5*size, -0.5*size, -0.5*size);
206  this->skyModel->addVertex (0.5*size, -0.5*size, -0.5*size);
207
208  this->skyModel->addVertexTexture (0.0, 0.0);
209  this->skyModel->addVertexTexture (1.0, 0.0);
210  this->skyModel->addVertexTexture (1.0, 1.0);
211  this->skyModel->addVertexTexture (0.0, 1.0);
212
213  this->skyModel->addVertexNormal (0.0, 0.0, 1.0);
214  this->skyModel->addVertexNormal (0.0, 1.0, 0.0);
215  this->skyModel->addVertexNormal (0.0, 0.0, -1.0);
216  this->skyModel->addVertexNormal (0.0, -1.0, 0.0);
217  this->skyModel->addVertexNormal (1.0, 0.0, 0.0);
218  this->skyModel->addVertexNormal (-1.0, 0.0, 0.0);
219
220  this->skyModel->setMaterial(material[0]);
221  this->skyModel->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,1,3, 3,2,3, 5,3,3, 4,0,3); // top
222  this->skyModel->setMaterial(material[1]);
223  this->skyModel->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,3,1, 7,0,1, 1,1,1, 0,2,1); // bottom
224  this->skyModel->setMaterial(material[2]);
225  this->skyModel->addFace (4, VERTEX_TEXCOORD_NORMAL, 0,0,2, 1,1,2, 3,2,2, 2,3,2); // left
226  this->skyModel->setMaterial(material[3]);
227  this->skyModel->addFace (4, VERTEX_TEXCOORD_NORMAL, 4,2,0, 5,3,0, 7,0,0, 6,1,0); // right
228  this->skyModel->setMaterial(material[4]);
229  this->skyModel->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,0,5, 7,1,5, 5,2,5, 3,3,6); // front
230  this->skyModel->setMaterial(material[5]);
231  this->skyModel->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,0,4, 0,1,4, 2,2,4, 4,3,4); // back
232 
233  this->skyModel->finalize();
234}
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