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forked from 0ad/0ad
0ad/source/renderer/SkyManager.h
Matei f0615df318 # Initial work on fancy water.
Also, horizon height (skybox vertical offset) can now be set from the
console with renderer.horizonHeight.

This was SVN commit r3893.
2006-05-25 05:46:17 +00:00

84 lines
1.9 KiB
C++

/**
* =========================================================================
* File : SkyManager.h
* Project : Pyrogenesis
* Description : Sky settings and texture management
*
* @author Matei Zaharia <matei@wildfiregames.com>
* =========================================================================
*/
#ifndef SKYMANAGER_H
#define SKYMANAGER_H
#include "ps/Overlay.h"
/**
* Class SkyManager: Maintain sky settings and textures, and render the sky.
*/
class SkyManager
{
public:
bool m_RenderSky;
float m_HorizonHeight;
public:
SkyManager();
~SkyManager();
/**
* LoadSkyTextures: Load sky textures from within the
* progressive load framework.
*
* @return 0 if loading has completed, a value from 1 to 100 (in percent of completion)
* if more textures need to be loaded and a negative error value on failure.
*/
int LoadSkyTextures();
/**
* UnloadSkyTextures: Free any loaded sky textures and reset the internal state
* so that another call to LoadSkyTextures will begin progressive loading.
*/
void UnloadSkyTextures();
/**
* RenderSky: Render the sky.
*/
void RenderSky();
/**
* GetSkySet(): Return the currently selected sky set name
*/
inline CStrW GetSkySet() {
return m_SkySet;
}
/**
* GetSkySet(): Set the sky set name, potentially loading the textures
*/
void SetSkySet(CStrW name);
private:
/// Name of current skyset (a directory within art/textures/skies)
CStrW m_SkySet;
// Sky textures
Handle m_SkyTexture[5];
// Indices into m_SkyTexture
static const int IMG_FRONT = 0;
static const int IMG_BACK = 1;
static const int IMG_RIGHT = 2;
static const int IMG_LEFT = 3;
static const int IMG_TOP = 4;
// Array of image names (defined in SkyManager.cpp), in the order of the IMG_ id's
static const char* IMAGE_NAMES[5];
/// State of progressive loading (in # of loaded textures)
uint cur_loading_tex;
};
#endif // SKYMANAGER_H