#include #include #include #include #include #include #include #include "readtex.h" #include "skybox.h" static int load(GLenum target, const char *filename, GLboolean flipTB, GLboolean flipLR) { GLint w, h; GLenum format; GLubyte *img = LoadRGBImage( filename, &w, &h, &format ); if (!img) { printf("Error: couldn't load texture image %s\n", filename); return 0; } assert(format == GL_RGB); printf("Load cube face 0x%x: %s %d x %d\n", target, filename, w, h); /* the way the texture cube mapping works, we have to flip * images to make things look right. */ if (flipTB) { const int stride = 3 * w; GLubyte temp[3*1024]; int i; for (i = 0; i < h / 2; i++) { memcpy(temp, img + i * stride, stride); memcpy(img + i * stride, img + (h - i - 1) * stride, stride); memcpy(img + (h - i - 1) * stride, temp, stride); } } if (flipLR) { const int stride = 3 * w; GLubyte temp[3]; GLubyte *row; int i, j; for (i = 0; i < h; i++) { row = img + i * stride; for (j = 0; j < w / 2; j++) { int k = w - j - 1; temp[0] = row[j*3+0]; temp[1] = row[j*3+1]; temp[2] = row[j*3+2]; row[j*3+0] = row[k*3+0]; row[j*3+1] = row[k*3+1]; row[j*3+2] = row[k*3+2]; row[k*3+0] = temp[0]; row[k*3+1] = temp[1]; row[k*3+2] = temp[2]; } } } gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img); free(img); return 1; } GLuint LoadSkyBoxCubeTexture(const char *filePosX, const char *fileNegX, const char *filePosY, const char *fileNegY, const char *filePosZ, const char *fileNegZ) { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_CUBE_MAP, tex); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_X, filePosX, GL_TRUE, GL_TRUE)) return 0; if (!load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, fileNegX, GL_TRUE, GL_TRUE)) return 0; if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, filePosY, 1+GL_FALSE, GL_TRUE)) return 0; if (!load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, fileNegY, 1+GL_FALSE, GL_TRUE)) return 0; if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, filePosZ, GL_TRUE, GL_TRUE)) return 0; if (!load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, fileNegZ, GL_TRUE, GL_TRUE)) return 0; return tex; } #define eps1 0.99 #define br 20.0 /* box radius */ void DrawSkyBoxCubeTexture(GLuint tex) { struct vertex { float x, y, z, s, t, r; }; static const struct vertex verts[24] = { /* +X side */ { br, -br, -br, 1.0, -eps1, -eps1 }, { br, -br, br, 1.0, -eps1, eps1 }, { br, br, br, 1.0, eps1, eps1 }, { br, br, -br, 1.0, eps1, -eps1 }, /* -X side */ { -br, br, -br, -1.0, eps1, -eps1 }, { -br, br, br, -1.0, eps1, eps1 }, { -br, -br, br, -1.0, -eps1, eps1 }, { -br, -br, -br, -1.0, -eps1, -eps1 }, /* +Y side */ { br, br, -br, eps1, 1.0, -eps1 }, { br, br, br, eps1, 1.0, eps1 }, { -br, br, br, -eps1, 1.0, eps1 }, { -br, br, -br, -eps1, 1.0, -eps1 }, /* -Y side */ { -br, -br, -br, -eps1, -1.0, -eps1 }, { -br, -br, br, -eps1, -1.0, eps1 }, { br, -br, br, eps1, -1.0, eps1 }, { br, -br, -br, eps1, -1.0, -eps1 }, /* +Z side */ { br, -br, br, eps1, -eps1, 1.0 }, { -br, -br, br, -eps1, -eps1, 1.0 }, { -br, br, br, -eps1, eps1, 1.0 }, { br, br, br, eps1, eps1, 1.0 }, /* -Z side */ { br, br, -br, eps1, eps1, -1.0 }, { -br, br, -br, -eps1, eps1, -1.0 }, { -br, -br, -br, -eps1, -eps1, -1.0 }, { br, -br, -br, eps1, -eps1, -1.0 }, }; static GLuint vbo = 0; if (!vbo ) { glGenBuffersARB(1, &vbo); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_STATIC_DRAW_ARB); } else { glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glVertexPointer(3, GL_FLOAT, sizeof(struct vertex), (void *) offsetof(struct vertex, x)); glTexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), (void *) offsetof(struct vertex, s)); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_CUBE_MAP, tex); glEnable(GL_TEXTURE_CUBE_MAP); glDisable(GL_BLEND); glDrawArrays(GL_QUADS, 0, 24); glDisable(GL_TEXTURE_CUBE_MAP); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); }