/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "skybox.h" #include "load_param.h" #include "factory.h" #include "static_model.h" #include "material.h" #include "texture.h" #include "network_game_manager.h" #include "converter.h" using namespace std; CREATE_FACTORY(SkyBox, CL_SKYBOX); /** * Constructs a SkyBox and takes fileName as a map. * @param fileName the file to take as input for the SkyBox */ SkyBox::SkyBox(const char* fileName) { this->preInit(); if (fileName) this->setTextureAndType(fileName, ".jpg"); this->postInit(); } /** * initializes a skybox from a XmlElement */ SkyBox::SkyBox(const TiXmlElement* root) { this->preInit(); this->loadParams(root); this->postInit(); } void SkyBox::loadParams(const TiXmlElement* root) { WorldEntity::loadParams(root); LoadParam(root, "Materialset", this, SkyBox, setTexture) .describe("Sets the material on the SkyBox. The string must be the path relative to the data-dir, and without a trailing .jpg"); LoadParam(root, "Size", this, SkyBox, setSize) .describe("Sets the Size of the SkyBox (normally this should be 90% of the maximal viewing Distance)."); } void SkyBox::preInit() { this->setClassID(CL_SKYBOX, "SkyBox"); this->toList(OM_ENVIRON_NOTICK); this->size = 100.0; for (int i = 0; i < 6; i++) { this->material[i] = new Material(); this->material[i]->setIllum(3); this->material[i]->setDiffuse(0.0,0.0,0.0); this->material[i]->setSpecular(0.0,0.0,0.0); this->material[i]->setAmbient(2.0, 2.0, 2.0); this->cubeTexture[i] = NULL; } this->setParentMode(PNODE_MOVEMENT); this->textureName = NULL; } void SkyBox::postInit() { this->rebuild(); } /** * default destructor */ SkyBox::~SkyBox() { PRINTF(5)("Deleting SkyBox\n"); this->setModel(NULL); //< so that WorldEntity does not try to delete it again. for (int i = 0; i < 6; i++) delete this->material[i]; } /** * sets A set of textures when just giving a Name and an extension: usage: give this function an argument like setTexture("skybox", "jpg"); and it will convert this to setTextures("skybox_top.jpg", "skybox_bottom.jpg", "skybox_left.jpg", "skybox_right.jpg", "skybox_front.jpg", "skybox_back.jpg"); */ void SkyBox::setTextureAndType(const char* name, const char* extension) { char* top = new char[strlen(name)+strlen(extension)+ 10]; char* bottom = new char[strlen(name)+strlen(extension)+ 10]; char* left = new char[strlen(name)+strlen(extension)+ 10]; char* right = new char[strlen(name)+strlen(extension)+ 10]; char* front = new char[strlen(name)+strlen(extension)+ 10]; char* back = new char[strlen(name)+strlen(extension)+ 10]; sprintf(top, "%s_top.%s", name, extension); sprintf(bottom, "%s_bottom.%s", name, extension); sprintf(left, "%s_left.%s", name, extension); sprintf(right, "%s_right.%s", name, extension); sprintf(front, "%s_front.%s", name, extension); sprintf(back, "%s_back.%s", name, extension); this->setTextures(top, bottom, left, right, front, back); // deleted alocated memory of this function delete []top; delete []bottom; delete []left; delete []right; delete []front; delete []back; } /** * Defines which textures should be loaded onto the SkyBox. * @param top the top texture. * @param bottom the bottom texture. * @param left the left texture. * @param right the right texture. * @param front the front texture. * @param back the back texture. */ void SkyBox::setTextures(const char* top, const char* bottom, const char* left, const char* right, const char* front, const char* back) { this->material[0]->setDiffuseMap(top); this->material[1]->setDiffuseMap(bottom); this->material[2]->setDiffuseMap(left); this->material[3]->setDiffuseMap(right); this->material[4]->setDiffuseMap(front); this->material[5]->setDiffuseMap(back); this->loadCubeMapTextures(top, bottom, left, right, front, back); //this->enableCubeMap(); } void SkyBox::loadCubeMapTextures(const char* top, const char* bottom, const char* left, const char* right, const char* front, const char* back) { this->cubeTexture[0] = new Texture (top, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB); this->cubeTexture[1] = new Texture (bottom, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB); this->cubeTexture[2] = new Texture (left, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB); this->cubeTexture[3] = new Texture (right, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB); this->cubeTexture[4] = new Texture (front, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB); this->cubeTexture[5] = new Texture (back, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB); } void SkyBox::enableCubeMap() { glEnable(GL_TEXTURE_CUBE_MAP_ARB); glEnable(GL_TEXTURE_2D); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); } void SkyBox::disableCubeMap() { glDisable(GL_TEXTURE_CUBE_MAP_ARB); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); } /** * @param size The new size of the SkyBox * do not forget to rebuild the SkyBox after this. */ void SkyBox::setSize(float size) { this->size = size; } /** * rebuilds the SkyBox this must be done, when changing the Size of the Skybox (runtime-efficency) */ void SkyBox::rebuild() { StaticModel* model = new StaticModel(); model->addVertex (-0.5*size, -0.5*size, 0.5*size); model->addVertex (0.5*size, -0.5*size, 0.5*size); model->addVertex (-0.5*size, 0.5*size, 0.5*size); model->addVertex (0.5*size, 0.5*size, 0.5*size); model->addVertex (-0.5*size, 0.5*size, -0.5*size); model->addVertex (0.5*size, 0.5*size, -0.5*size); model->addVertex (-0.5*size, -0.5*size, -0.5*size); model->addVertex (0.5*size, -0.5*size, -0.5*size); model->addVertexTexture (0.0, 1.0); model->addVertexTexture (1.0, 1.0); model->addVertexTexture (1.0, 0.0); model->addVertexTexture (0.0, 0.0); model->addVertexNormal (0.0, 0.0, 1.0); model->addVertexNormal (0.0, 1.0, 0.0); model->addVertexNormal (0.0, 0.0, -1.0); model->addVertexNormal (0.0, -1.0, 0.0); model->addVertexNormal (1.0, 0.0, 0.0); model->addVertexNormal (-1.0, 0.0, 0.0); model->setMaterial(material[0]); model->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,0,3, 3,1,3, 5,2,3, 4,3,3); // top model->setMaterial(material[1]); model->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,0,1, 7,1,1, 1,2,1, 0,3,1); // bottom model->setMaterial(material[2]); model->addFace (4, VERTEX_TEXCOORD_NORMAL, 4,2,2, 5,3,2, 7,0,2, 6,1,2); // left model->setMaterial(material[3]); model->addFace (4, VERTEX_TEXCOORD_NORMAL, 0,0,0, 1,1,0, 3,2,0, 2,3,0); // right model->setMaterial(material[4]); model->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,0,5, 7,1,5, 5,2,5, 3,3,5); // front model->setMaterial(material[5]); model->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,0,4, 0,1,4, 2,2,4, 4,3,4); // back model->finalize(); this->setModel(model); } int SkyBox::writeBytes( const byte * data, int length, int sender ) { setRequestedSync( false ); setIsOutOfSync( false ); SYNCHELP_READ_BEGIN(); SYNCHELP_READ_FKT( WorldEntity::writeState ); SYNCHELP_READ_FLOAT( size ); if ( textureName ) { delete[] textureName; textureName = NULL; } SYNCHELP_READ_STRINGM( textureName ); this->setSize( size ); this->setTextureAndType( textureName, "jpg" ); this->rebuild(); return SYNCHELP_READ_N; } int SkyBox::readBytes( byte * data, int maxLength, int * reciever ) { if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() ) { (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() ); setRequestedSync( true ); } int rec = this->getRequestSync(); if ( rec > 0 ) { *reciever = rec; SYNCHELP_WRITE_BEGIN(); SYNCHELP_WRITE_FKT( WorldEntity::readState ); SYNCHELP_WRITE_FLOAT(this->size); SYNCHELP_WRITE_STRING(this->textureName); return SYNCHELP_WRITE_N; } *reciever = 0; return 0; } void SkyBox::writeDebug( ) const { } void SkyBox::readDebug( ) const { }