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glskybox.h
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110 lines (85 loc) · 2.13 KB
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#ifndef GLSKYBOX
#define GLSKYBOX
#include "base.h"
#include "gltexture.h"
void glDrawSkyBox(glTexture *tex,float x,float y,float z,float width,float height,float len)
{
tex->MakeCurrent();
//»ñÈ¡ÖÐÐĵã
x=x-width/2;
y=y-height/2;
z=z-len/2;
//back face
glBegin(GL_QUADS);
glNormal3f(0.0,0.0,1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x+width, y, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x+width, y+height, z);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x, y+height, z);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y, z);
glEnd();
//front face
glBegin(GL_QUADS);
glNormal3f(0.0,0.0,-1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x, y, z+len);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x, y+height, z+len);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x+width, y+height, z+len);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x+width, y, z+len);
glEnd();
//bottom face
glBegin(GL_QUADS);
glNormal3f(0.0,1.0,0.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x, y, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x, y, z+len);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x+width, y, z+len);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x+width, y, z);
glEnd();
//top face
glBegin(GL_QUADS);
glNormal3f(0.0,-1.0,0.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x+width, y+height, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x+width, y+height, z+len);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x, y+height, z+len);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y+height, z);
glEnd();
//left face
glBegin(GL_QUADS);
glNormal3f(1.0,0.0,0.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x, y+height, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x, y+height, z+len);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x, y, z+len);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y, z);
glEnd();
//right face
glBegin(GL_QUADS);
glNormal3f(0.0,0.0,-1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(x+width, y, z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(x+width, y, z+len);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(x+width, y+height, z+len);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x+width, y+height, z);
glEnd();
}
#endif