/* Copyright (C) 2021 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 /** * Class SkyManager: Maintain sky settings and textures, and render the sky. */ class SkyManager { public: SkyManager(); /** * Render the sky. */ void RenderSky(); /** * Return the currently selected sky set name. */ inline const CStrW& GetSkySet() const { return m_SkySet; } GLuint GetSkyCube() { return m_SkyCubeMap; } /** * Set the sky set name, potentially loading the textures. */ 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 GetRenderSky() const { return m_RenderSky; } void SetRenderSky(bool value) { m_RenderSky = value; } private: void LoadSkyTextures(); bool m_RenderSky; /// 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]; GLuint m_SkyCubeMap; }; #endif // INCLUDED_SKYMANAGER