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0
forked from 0ad/0ad
0ad/source/renderer/SkyManager.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

117 lines
2.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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 <memory>
#include <vector>
/**
* 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<CStrW> 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