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#include <GL/glut.h>
#include <string>
#include <iostream>
#include "bitmap.h"
#include "C_Environment.h"
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif //GL_CLAMP_TO_EDGE
using namespace std;
C_Environment::C_Environment(const char *f_strEnvMapBaseName,
double f_dDistance)
: m_dDist(f_dDistance)
{
string l_strBase = f_strEnvMapBaseName,
l_strFilename;
const char *l_suffix[] = { "negative_x.bmp",
"negative_y.bmp",
"negative_z.bmp",
"positive_x.bmp",
"positive_y.bmp",
"positive_z.bmp"
};
BitmapStruct l_bmp;
//load textures
for (int i=0; i<6; i++)
{
l_strFilename = l_strBase + l_suffix[i];
l_bmp = BitmapLoad((char*)l_strFilename.c_str());
m_uiFaceTex[i] = (GLuint)l_bmp.m_iImageId;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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);
}
}
C_Environment::~C_Environment()
{
glDeleteTextures(6, m_uiFaceTex);
}
void C_Environment::Render()
{
double l_Vertices[8][3] =
{ { -m_dDist, -m_dDist, m_dDist },
{ m_dDist, -m_dDist, m_dDist },
{ m_dDist, -m_dDist, -m_dDist },
{ -m_dDist, -m_dDist, -m_dDist },
{ -m_dDist, m_dDist, m_dDist },
{ m_dDist, m_dDist, m_dDist },
{ m_dDist, m_dDist, -m_dDist },
{ -m_dDist, m_dDist, -m_dDist } };
//init render settings for rendering of the environment
//mapped cube
glPushAttrib(GL_TEXTURE_BIT | GL_ENABLE_BIT);
//no lighting
glDisable(GL_LIGHTING);
//enable texturing
glEnable(GL_TEXTURE_2D);
//neg x (left)
glBindTexture(GL_TEXTURE_2D, m_uiFaceTex[0]);
glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
RenderFace(l_Vertices, 3, 0, 4, 7);
//neg y (down)
glBindTexture(GL_TEXTURE_2D, m_uiFaceTex[1]);
glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
RenderFace(l_Vertices, 3, 2, 1, 0);
//nez z (front)
glBindTexture(GL_TEXTURE_2D, m_uiFaceTex[2]);
glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
RenderFace(l_Vertices, 2, 3, 7, 6);
//pos x (right)
glBindTexture(GL_TEXTURE_2D, m_uiFaceTex[3]);
glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
RenderFace(l_Vertices, 1, 2, 6, 5);
//pos y (top)
glBindTexture(GL_TEXTURE_2D, m_uiFaceTex[4]);
glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
RenderFace(l_Vertices, 4, 5, 6, 7);
//pos z (back)
glBindTexture(GL_TEXTURE_2D, m_uiFaceTex[5]);
glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
RenderFace(l_Vertices, 0, 1, 5, 4);
glPopAttrib();
}
void C_Environment::RenderFace(double f_verts[8][3],
int f_v00, int f_v10,
int f_v11, int f_v01)
{
//render textured quad in counter clockwise order
glBegin(GL_QUADS);
glTexCoord2i(0,0);
glVertex3dv(f_verts[f_v00]);
glTexCoord2i(1,0);
glVertex3dv(f_verts[f_v10]);
glTexCoord2i(1,1);
glVertex3dv(f_verts[f_v11]);
glTexCoord2i(0,1);
glVertex3dv(f_verts[f_v01]);
glEnd();
}
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