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skybox.cpp
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#include "skybox.h"
#include "gardenwidget.h"
#include <GL/glu.h>
SkyBox::SkyBox(QObject *parent) :
QObject(parent)
{
texture[0].load("data/glacier_north.bmp", "BMP");
texture[1].load("data/glacier_east.bmp", "BMP");
texture[2].load("data/glacier_south.bmp", "BMP");
texture[3].load("data/glacier_west.bmp", "BMP");
texture[4].load("data/glacier_up.bmp", "BMP");
texture[5].load("data/glacier_down.bmp", "BMP");
}
SkyBox::~SkyBox() {
glDeleteTextures(6, texture_id);
}
void SkyBox::init() {
glGenTextures(6, texture_id);
for (int i = 0; i < 6; ++i) {
glBindTexture(GL_TEXTURE_2D, texture_id[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture[i] = QGLWidget::convertToGLFormat(texture[i]);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, texture[i].width(), texture[i].height(),
GL_RGBA, GL_UNSIGNED_BYTE, texture[i].bits());
}
}
void SkyBox::render() {
glPushMatrix();
glTranslatef(-WIDTH/2, 0, -LENGTH/2);
//north
glBindTexture(GL_TEXTURE_2D, texture_id[0]);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f( 0, HEIGHT, 0);
glTexCoord2f(1, 1); glVertex3f(WIDTH, HEIGHT, 0);
glTexCoord2f(1, 0); glVertex3f(WIDTH, 0, 0);
glTexCoord2f(0, 0); glVertex3f( 0, 0, 0);
glEnd();
//east
glBindTexture(GL_TEXTURE_2D, texture_id[1]);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(WIDTH, HEIGHT, 0);
glTexCoord2f(1, 1); glVertex3f(WIDTH, HEIGHT, LENGTH);
glTexCoord2f(1, 0); glVertex3f(WIDTH, 0, LENGTH);
glTexCoord2f(0, 0); glVertex3f(WIDTH, 0, 0);
glEnd();
//south
glBindTexture(GL_TEXTURE_2D, texture_id[2]);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(WIDTH, HEIGHT, LENGTH);
glTexCoord2f(1, 1); glVertex3f( 0, HEIGHT, LENGTH);
glTexCoord2f(1, 0); glVertex3f( 0, 0, LENGTH);
glTexCoord2f(0, 0); glVertex3f(WIDTH, 0, LENGTH);
glEnd();
//west
glBindTexture(GL_TEXTURE_2D, texture_id[3]);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(0, HEIGHT, LENGTH);
glTexCoord2f(1, 1); glVertex3f(0, HEIGHT, 0);
glTexCoord2f(1, 0); glVertex3f(0, 0, 0);
glTexCoord2f(0, 0); glVertex3f(0, 0, LENGTH);
glEnd();
//sky
glBindTexture(GL_TEXTURE_2D, texture_id[4]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f( 0, HEIGHT, LENGTH);
glTexCoord2f(1, 0); glVertex3f(WIDTH, HEIGHT, LENGTH);
glTexCoord2f(1, 1); glVertex3f(WIDTH, HEIGHT, 0);
glTexCoord2f(0, 1); glVertex3f( 0, HEIGHT, 0);
glEnd();
//ground
glBindTexture(GL_TEXTURE_2D, texture_id[5]);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(WIDTH, 0, LENGTH);
glTexCoord2f(1, 1); glVertex3f( 0, 0, LENGTH);
glTexCoord2f(1, 0); glVertex3f( 0, 0, 0);
glTexCoord2f(0, 0); glVertex3f(WIDTH, 0, 0);
glEnd();
glPopMatrix();
}