Added texture loading and mapping to KRSkybox

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4086
This commit is contained in:
mike
2012-08-30 23:23:28 +00:00
parent 04e7a7e83c
commit c74a85d931

View File

@@ -99,9 +99,35 @@ void KRSkyBox::loadXML(tinyxml2::XMLElement *e) {
void KRSkyBox::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRNode::RenderPass renderPass) {
// KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass == KRNode::RENDER_PASS_SKYBOX) {
// Skybox is rendered on the final pass of the deferred renderer
if(m_frontTexture.size() && !m_pFrontTexture) {
m_pFrontTexture = pContext->getTextureManager()->getTexture(m_frontTexture.c_str());
}
if(m_backTexture.size() && !m_pBackTexture) {
m_pBackTexture = pContext->getTextureManager()->getTexture(m_backTexture.c_str());
}
if(m_topTexture.size() && !m_pTopTexture) {
m_pTopTexture = pContext->getTextureManager()->getTexture(m_topTexture.c_str());
}
if(m_bottomTexture.size() && !m_pBottomTexture) {
m_pBottomTexture = pContext->getTextureManager()->getTexture(m_bottomTexture.c_str());
}
if(m_leftTexture.size() && !m_pLeftTexture) {
m_pLeftTexture = pContext->getTextureManager()->getTexture(m_leftTexture.c_str());
}
if(m_rightTexture.size() && !m_pRightTexture) {
m_pRightTexture = pContext->getTextureManager()->getTexture(m_rightTexture.c_str());
}
KRMat4 projectionMatrix = pCamera->getProjectionMatrix();
KRMat4 mvpmatrix = m_modelMatrix * viewMatrix * projectionMatrix;
@@ -110,9 +136,16 @@ void KRSkyBox::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &
matModelToView.invert();
// KRShader *pShader = pContext->getShaderManager()->getShader("sky_box", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, renderPass);
// pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, NULL, NULL, NULL, 0, renderPass);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_pFrontTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pBackTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pTopTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pBottomTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pLeftTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pRightTexture->getName());
// Disable z-buffer write
glDepthMask(GL_FALSE);