vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
117 lines
2.5 KiB
C++
117 lines
2.5 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Sky settings and texture management
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*/
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#ifndef INCLUDED_SKYMANAGER
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#define INCLUDED_SKYMANAGER
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#include "graphics/Texture.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/IShaderProgram.h"
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#include "renderer/backend/ITexture.h"
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#include "renderer/VertexArray.h"
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#include <memory>
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#include <vector>
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/**
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* Class SkyManager: Maintain sky settings and textures, and render the sky.
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*/
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class SkyManager
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{
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public:
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SkyManager();
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/**
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* Render the sky.
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*/
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void RenderSky(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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/**
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* Return the currently selected sky set name.
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*/
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inline const CStrW& GetSkySet() const
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{
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return m_SkySet;
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}
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Renderer::Backend::ITexture* GetSkyCube();
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/**
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* Set the sky set name.
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*/
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void SetSkySet(const CStrW& name);
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/**
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* Return a sorted list of available sky sets, in a form suitable
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* for passing to SetSkySet.
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*/
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std::vector<CStrW> GetSkySets() const;
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bool IsSkyVisible() const
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{
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return m_SkyVisible;
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}
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void SetSkyVisible(bool value)
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{
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m_SkyVisible = value;
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}
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/**
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* Load all sky textures from files and upload to GPU.
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*/
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void LoadAndUploadSkyTexturesIfNeeded(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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private:
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void CreateSkyCube();
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bool m_SkyVisible = true;
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/// Name of current skyset (a directory within art/textures/skies)
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CStrW m_SkySet;
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// Indices into m_SkyTexture
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enum
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{
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FRONT,
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BACK,
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RIGHT,
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LEFT,
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TOP,
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NUMBER_OF_TEXTURES
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};
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// Sky textures
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CTexturePtr m_SkyTexture[NUMBER_OF_TEXTURES];
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CTexturePtr m_SkyTextureCube;
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VertexArray m_VertexArray;
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VertexArray::Attribute m_AttributePosition;
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VertexArray::Attribute m_AttributeUV;
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Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
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};
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#endif // INCLUDED_SKYMANAGER
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