/* 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 .
*/
/*
* 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
#include
/**
* 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 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