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skybox.cpp
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88 lines (84 loc) · 3.28 KB
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#include "skybox.hpp"
using namespace std;
using namespace ed;
void Skybox(vector<int> _skybox, float size)
{
glPushMatrix();
glRotatef(180, 1, 0, 0);
// float size = 200.0f;
glEnable(GL_TEXTURE_2D); //and turn on texturing
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, _skybox[1]); //use the texture we want
glBegin(GL_QUADS); //and draw a face
//back face
glTexCoord2f(0,0); //use the correct texture coordinate
glVertex3f(size/2,size/2,size/2); //and a vertex
glTexCoord2f(1,0); //and repeat it...
glVertex3f(-size/2,size/2,size/2);
glTexCoord2f(1,1);
glVertex3f(-size/2,-size/2,size/2);
glTexCoord2f(0,1);
glVertex3f(size/2,-size/2,size/2);
glEnd();
glBindTexture(GL_TEXTURE_2D, _skybox[0]);
glBegin(GL_QUADS);
//left face
glTexCoord2f(0,0);
glVertex3f(-size/2,size/2,size/2);
glTexCoord2f(1,0);
glVertex3f(-size/2,size/2,-size/2);
glTexCoord2f(1,1);
glVertex3f(-size/2,-size/2,-size/2);
glTexCoord2f(0,1);
glVertex3f(-size/2,-size/2,size/2);
glEnd();
glBindTexture(GL_TEXTURE_2D, _skybox[3]);
glBegin(GL_QUADS);
//front face
glTexCoord2f(1,0);
glVertex3f(size/2,size/2,-size/2);
glTexCoord2f(0,0);
glVertex3f(-size/2,size/2,-size/2);
glTexCoord2f(0,1);
glVertex3f(-size/2,-size/2,-size/2);
glTexCoord2f(1,1);
glVertex3f(size/2,-size/2,-size/2);
glEnd();
glBindTexture(GL_TEXTURE_2D, _skybox[2]);
glBegin(GL_QUADS);
//right face
glTexCoord2f(0,0);
glVertex3f(size/2,size/2,-size/2);
glTexCoord2f(1,0);
glVertex3f(size/2,size/2,size/2);
glTexCoord2f(1,1);
glVertex3f(size/2,-size/2,size/2);
glTexCoord2f(0,1);
glVertex3f(size/2,-size/2,-size/2);
glEnd();
glBindTexture(GL_TEXTURE_2D, _skybox[5]);
glBegin(GL_QUADS); //top face
glTexCoord2f(1,0);
glVertex3f(size/2,size/2,size/2);
glTexCoord2f(0,0);
glVertex3f(-size/2,size/2,size/2);
glTexCoord2f(0,1);
glVertex3f(-size/2,size/2,-size/2);
glTexCoord2f(1,1);
glVertex3f(size/2,size/2,-size/2);
glEnd();
glBindTexture(GL_TEXTURE_2D, _skybox[4]);
glBegin(GL_QUADS);
//bottom face
glTexCoord2f(1,1);
glVertex3f(size/2,-size/2,size/2);
glTexCoord2f(0,1);
glVertex3f(-size/2,-size/2,size/2);
glTexCoord2f(0,0);
glVertex3f(-size/2,-size/2,-size/2);
glTexCoord2f(1,0);
glVertex3f(size/2,-size/2,-size/2);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}