/****************************************************************************** This source file is part of AstroMenace game (Hardcore 3D space shooter with spaceship upgrade possibilities.) For the latest info, see http://www.viewizard.com/ File name: SkyBox.cpp Copyright (c) 2006-2007 Michael Kurinnoy, Viewizard All Rights Reserved. File Version: 1.2 ****************************************************************************** AstroMenace game source code available under "dual licensing" model. The licensing options available are: * Commercial Licensing. This is the appropriate option if you are creating proprietary applications and you are not prepared to distribute and share the source code of your application. Contact us for pricing at viewizard@viewizard.com * Open Source Licensing. This is the appropriate option if you want to share the source code of your application with everyone you distribute it to, and you also want to give them the right to share who uses it. You should have received a copy of the GNU General Public License version 3 with this source codes. If not, see . ******************************************************************************/ #include "../Game.h" //----------------------------------------------------------------------------- // local/protected variables //----------------------------------------------------------------------------- // SkyBox textures eTexture *SkyBox_Texture[6]={0,0,0,0,0,0}; // SkyBox location float SkyBox_x = 0.0f; float SkyBox_y = 0.0f; float SkyBox_z = 0.0f; // SkyBox size float SkyBox_width_2 = 100.0f; float SkyBox_height_2 = 100.0f; float SkyBox_length_2 = 100.0f; //----------------------------------------------------------------------------- // Draw all SkyBox sides //----------------------------------------------------------------------------- void SkyBoxDraw(void) { int VFV = RI_3f_XYZ | RI_1_TEX; float *buff = 0; buff = new float[5*4]; if (buff == 0) return; //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // The BACK side //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ int k=0; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 1.0f; if (SkyBox_Texture[BACK] != 0) { vw_SetTextureT(0, SkyBox_Texture[BACK], 1); vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 5*sizeof(float)); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // The FRONT side //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ k=0; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 1.0f; if (SkyBox_Texture[FRONT] != 0) { vw_SetTextureT(0, SkyBox_Texture[FRONT], 1); vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 5*sizeof(float)); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // The BOTTOM side //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ k=0; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 0.0f; if (SkyBox_Texture[BOTTOM] != 0) { vw_SetTextureT(0, SkyBox_Texture[BOTTOM], 1); vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 5*sizeof(float)); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // The TOP side //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ k=0; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 1.0f; if (SkyBox_Texture[TOP] != 0) { vw_SetTextureT(0, SkyBox_Texture[TOP], 1); vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 5*sizeof(float)); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // The LEFT side //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ k=0; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x - SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 0.0f; if (SkyBox_Texture[LEFT] != 0) { vw_SetTextureT(0, SkyBox_Texture[LEFT], 1); vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 5*sizeof(float)); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // The RIGHT side //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ k=0; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y - SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 0.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z - SkyBox_length_2; buff[k++] = 0.0f; buff[k++] = 1.0f; buff[k++] = SkyBox_x + SkyBox_width_2; buff[k++] = SkyBox_y + SkyBox_height_2; buff[k++] = SkyBox_z + SkyBox_length_2; buff[k++] = 1.0f; buff[k++] = 1.0f; if (SkyBox_Texture[RIGHT] != 0) { vw_SetTextureT(0, SkyBox_Texture[RIGHT], 1); vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 5*sizeof(float)); } vw_SetTextureDef(0); if (buff != 0){delete [] buff; buff = 0;} } //----------------------------------------------------------------------------- // Setup texture for each SkyBox side //----------------------------------------------------------------------------- void SkyBoxSetTexture(eTexture *nTexture, int Side) { SkyBox_Texture[Side] = nTexture; } //----------------------------------------------------------------------------- // Create SkyBox //----------------------------------------------------------------------------- void SkyBoxCreate(float nx, float ny, float nz, float nwidth, float nheight, float nlength) { SkyBox_x = nx; SkyBox_y = ny; SkyBox_z = nz; SkyBox_width_2 = nwidth/2.0f; SkyBox_height_2 = nheight/2.0f; SkyBox_length_2 = nlength/2.0f; }