0ad/source/renderer/SkyManager.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

88 lines
1.9 KiB
C++

/* Copyright (C) 2010 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:
bool m_RenderSky;
float m_HorizonHeight;
public:
SkyManager();
/**
* RenderSky: Render the sky.
*/
void RenderSky();
/**
* GetSkySet(): Return the currently selected sky set name.
*/
inline const CStrW& GetSkySet() const {
return m_SkySet;
}
/**
* GetSkySet(): 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;
private:
void LoadSkyTextures();
/// Name of current skyset (a directory within art/textures/skies)
CStrW m_SkySet;
// Indices into m_SkyTexture
enum
{
FRONT,
BACK,
RIGHT,
LEFT,
TOP,
numTextures
};
// Sky textures
CTexturePtr m_SkyTexture[numTextures];
// Array of image names (defined in SkyManager.cpp), in the order of the IMG_ id's
static const wchar_t* s_imageNames[numTextures];
};
#endif // INCLUDED_SKYMANAGER