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#include <World.h>
World::World(const char *l1,const char *l2,const char *l3,const char *bg){
unsigned char i=0;
SDL_Surface *l;
const char *f[4]={l1,l2,l3,bg};
memset(layer,0,sizeof(struct layer_t)*4);
for(;i<4;i++){
l=IMG_Load(f[i]);
if(l!=NULL){
glGenTextures(1,&layer[i].tex);
glBindTexture(GL_TEXTURE_2D,layer[i].tex);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,l->w,l->h,0,GL_RGB,GL_UNSIGNED_BYTE,l->pixels);
SDL_FreeSurface(l);
}
}
}
void World::draw(void){
int i;
float x;
glEnable(GL_TEXTURE_2D);
for(i=2;i>=0;i--){
glBindTexture(GL_TEXTURE_2D,layer[i].tex);
glBegin(GL_QUADS);
for(x=-1;x<=1;x+=(TEX_SIZE/(float)(i+1))){
glTexCoord2d(1,1);glVertex2f(x ,LAYER0_Y-TEX_SIZE+(i*.2));
glTexCoord2d(0,1);glVertex2f(x+TEX_SIZE,LAYER0_Y-TEX_SIZE+(i*.2));
glTexCoord2d(0,0);glVertex2f(x+TEX_SIZE,LAYER0_Y +(i*.2));
glTexCoord2d(1,0);glVertex2f(x ,LAYER0_Y +(i*.2));
}
glEnd();
}
glDisable(GL_TEXTURE_2D);
}
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