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Skybox.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using GlmNet;
using Tao.OpenGl;
using System.IO;
namespace Graphics {
class Skybox {
Model up, down, right, left, back, front;
Texture texUp, texDown, texRight, texLeft, texBack, texFront;
public float maxX, maxY, maxZ;
public Skybox(float maxX, float maxY, float maxZ, List<String> TEX) {
this.maxX = maxX;
this.maxY = maxY;
this.maxZ = maxZ;
#region Skybox Textures
texUp = new Texture(Renderer.projectPath + "\\Textures\\" + TEX[0], 0);
texDown = new Texture(Renderer.projectPath + "\\Textures\\" + TEX[1], 0);
texRight = new Texture(Renderer.projectPath + "\\Textures\\" + TEX[2], 0);
texLeft = new Texture(Renderer.projectPath + "\\Textures\\" + TEX[3], 0);
texBack = new Texture(Renderer.projectPath + "\\Textures\\" + TEX[4], 0);
texFront = new Texture(Renderer.projectPath + "\\Textures\\" + TEX[5], 0);
#endregion
#region Skybox Faces
#region Down Face
down = new Model();
vec3 v1 = new vec3(0, 0, 0);
vec3 v2 = new vec3(maxX, 0, maxZ);
vec3 v3 = new vec3(maxX, 0, 0);
vec3 v4 = new vec3(0, 0, 0);
vec3 v5 = new vec3(maxX, 0, maxZ);
vec3 v6 = new vec3(0, 0, maxZ);
down.vertices.Add(v1);
down.vertices.Add(v2);
down.vertices.Add(v3);
down.vertices.Add(v4);
down.vertices.Add(v5);
down.vertices.Add(v6);
down.texture = texDown;
down.uvCoordinates.Add(new vec2(1, 1));
down.uvCoordinates.Add(new vec2(0, 0));
down.uvCoordinates.Add(new vec2(0, 1));
down.uvCoordinates.Add(new vec2(1, 1));
down.uvCoordinates.Add(new vec2(0, 0));
down.uvCoordinates.Add(new vec2(1, 0));
for (int i = 0; i < down.vertices.Count; i++)
down.normals.Add(new vec3(0, 1, 0));
down.Initialize();
#endregion
#region Up face
up = new Model();
up.vertices.Add(v1);
up.vertices.Add(v2);
up.vertices.Add(v3);
up.vertices.Add(v4);
up.vertices.Add(v5);
up.vertices.Add(v6);
up.texture = texUp;
up.uvCoordinates.Add(new vec2(1, 1));
up.uvCoordinates.Add(new vec2(0, 0));
up.uvCoordinates.Add(new vec2(1, 0));
up.uvCoordinates.Add(new vec2(1, 1));
up.uvCoordinates.Add(new vec2(0, 0));
up.uvCoordinates.Add(new vec2(0, 1));
up.transformationMatrix = glm.translate(new mat4(1), new vec3(0, maxY, 0));
for (int i = 0; i < up.vertices.Count; i++)
up.normals.Add(new vec3(0, -1, 0));
up.Initialize();
#endregion
#region Right face
right = new Model();
right.vertices.Add(v1);
right.vertices.Add(v2);
right.vertices.Add(v3);
right.vertices.Add(v4);
right.vertices.Add(v5);
right.vertices.Add(v6);
right.texture = texRight;
right.uvCoordinates.Add(new vec2(1, 1));
right.uvCoordinates.Add(new vec2(0, 0));
right.uvCoordinates.Add(new vec2(1, 0));
right.uvCoordinates.Add(new vec2(1, 1));
right.uvCoordinates.Add(new vec2(0, 0));
right.uvCoordinates.Add(new vec2(0, 1));
right.transformationMatrix = glm.rotate(90.0f / 180.0f * 3.141592f, new vec3(0, 0, 1));
for (int i = 0; i < right.vertices.Count; i++)
right.normals.Add(new vec3(0, 0, -1));
right.Initialize();
#endregion
#region Left face
left = new Model();
left.vertices.Add(v1);
left.vertices.Add(v2);
left.vertices.Add(v3);
left.vertices.Add(v4);
left.vertices.Add(v5);
left.vertices.Add(v6);
left.texture = texLeft;
left.uvCoordinates.Add(new vec2(0, 1));
left.uvCoordinates.Add(new vec2(1, 0));
left.uvCoordinates.Add(new vec2(0, 0));
left.uvCoordinates.Add(new vec2(0, 1));
left.uvCoordinates.Add(new vec2(1, 0));
left.uvCoordinates.Add(new vec2(1, 1));
left.transformationMatrix = MathHelper.MultiplyMatrices(new List<mat4>{
glm.rotate(90.0f / 180.0f * 3.141592f, new vec3(0, 0, 1)),
glm.translate(new mat4(1), new vec3(maxZ, 0, 0)) }
);
for (int i = 0; i < left.vertices.Count; i++)
left.normals.Add(new vec3(0, 0, 1));
left.Initialize();
#endregion
#region Back face
back = new Model();
v1 = new vec3(0, 0, maxZ);
v2 = new vec3(maxX, maxY, maxZ);
v3 = new vec3(maxX, 0, maxZ);
v4 = new vec3(0, 0, maxZ);
v5 = new vec3(maxX, maxY, maxZ);
v6 = new vec3(0, maxY, maxZ);
back.vertices.Add(v1);
back.vertices.Add(v2);
back.vertices.Add(v3);
back.vertices.Add(v4);
back.vertices.Add(v5);
back.vertices.Add(v6);
back.texture = texBack;
back.uvCoordinates.Add(new vec2(1, 1));
back.uvCoordinates.Add(new vec2(0, 0));
back.uvCoordinates.Add(new vec2(0, 1));
back.uvCoordinates.Add(new vec2(1, 1));
back.uvCoordinates.Add(new vec2(0, 0));
back.uvCoordinates.Add(new vec2(1, 0));
for (int i = 0; i < back.vertices.Count; i++)
back.normals.Add(new vec3(-1, 0, 0));
back.Initialize();
#endregion
#region Front face
front = new Model();
front.vertices.Add(v1);
front.vertices.Add(v2);
front.vertices.Add(v3);
front.vertices.Add(v4);
front.vertices.Add(v5);
front.vertices.Add(v6);
front.texture = texFront;
front.uvCoordinates.Add(new vec2(0, 1));
front.uvCoordinates.Add(new vec2(1, 0));
front.uvCoordinates.Add(new vec2(1, 1));
front.uvCoordinates.Add(new vec2(0, 1));
front.uvCoordinates.Add(new vec2(1, 0));
front.uvCoordinates.Add(new vec2(0, 0));
front.transformationMatrix = glm.translate(new mat4(1), new vec3(0, 0, -maxZ));
for (int i = 0; i < front.vertices.Count; i++)
front.normals.Add(new vec3(1, 0, 0));
front.Initialize();
#endregion
#endregion
}
public void Draw(int matID) {
down.Draw(matID);
back.Draw(matID);
up.Draw(matID);
right.Draw(matID);
left.Draw(matID);
front.Draw(matID);
}
}
}