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forked from 0ad/0ad
0ad/source/renderer/SkyManager.h
vladislavbelov 7182de3b20 Removes unused variable. It was introduced in f0615df318, an interface to control
the variable was removed in 12e2428495. A usage was removed in
9376609ee8.
And since then the usage is useless because we use infinity sky model.

This was SVN commit r22154.
2019-04-02 18:49:12 +00:00

101 lines
1.9 KiB
C++

/* Copyright (C) 2019 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"
/**
* 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<CStrW> 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