/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Sky settings and texture management */ #ifndef INCLUDED_SKYMANAGER #define INCLUDED_SKYMANAGER #include "graphics/Texture.h" #include "renderer/backend/IDeviceCommandContext.h" #include "renderer/backend/IShaderProgram.h" #include "renderer/backend/ITexture.h" #include "renderer/VertexArray.h" #include #include /** * Class SkyManager: Maintain sky settings and textures, and render the sky. */ class SkyManager { public: SkyManager(); /** * Render the sky. */ void RenderSky( Renderer::Backend::IDeviceCommandContext* deviceCommandContext); /** * Return the currently selected sky set name. */ inline const CStrW& GetSkySet() const { return m_SkySet; } Renderer::Backend::ITexture* GetSkyCube(); /** * Set the sky set name. */ void SetSkySet(const CStrW& name); /** * Return a sorted list of available sky sets, in a form suitable * for passing to SetSkySet. */ std::vector GetSkySets() const; bool IsSkyVisible() const { return m_SkyVisible; } void SetSkyVisible(bool value) { m_SkyVisible = value; } /** * Load all sky textures from files and upload to GPU. */ void LoadAndUploadSkyTexturesIfNeeded( Renderer::Backend::IDeviceCommandContext* deviceCommandContext); private: void CreateSkyCube(); bool m_SkyVisible = true; /// Name of current skyset (a directory within art/textures/skies) CStrW m_SkySet; // Indices into m_SkyTexture enum { FRONT, BACK, RIGHT, LEFT, TOP, NUMBER_OF_TEXTURES }; // Sky textures CTexturePtr m_SkyTexture[NUMBER_OF_TEXTURES]; CTexturePtr m_SkyTextureCube; VertexArray m_VertexArray; VertexArray::Attribute m_AttributePosition; VertexArray::Attribute m_AttributeUV; Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr; }; #endif // INCLUDED_SKYMANAGER