LCOV - code coverage report
Current view: top level - source/renderer - SkyManager.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 5 0.0 %
Date: 2022-03-08 13:03:03 Functions: 0 1 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : /*
      19             :  * Sky settings and texture management
      20             :  */
      21             : 
      22             : #ifndef INCLUDED_SKYMANAGER
      23             : #define INCLUDED_SKYMANAGER
      24             : 
      25             : #include "graphics/Texture.h"
      26             : #include "renderer/backend/gl/DeviceCommandContext.h"
      27             : #include "renderer/backend/gl/Texture.h"
      28             : #include "renderer/VertexArray.h"
      29             : 
      30             : #include <memory>
      31             : #include <vector>
      32             : 
      33             : /**
      34             :  * Class SkyManager: Maintain sky settings and textures, and render the sky.
      35             :  */
      36             : class SkyManager
      37             : {
      38             : public:
      39             :     SkyManager();
      40             : 
      41             :     /**
      42             :      * Render the sky.
      43             :      */
      44             :     void RenderSky(
      45             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
      46             : 
      47             :     /**
      48             :      * Return the currently selected sky set name.
      49             :      */
      50             :     inline const CStrW& GetSkySet() const
      51             :     {
      52           0 :         return m_SkySet;
      53             :     }
      54             : 
      55             :     Renderer::Backend::GL::CTexture* GetSkyCube()
      56             :     {
      57           0 :         return m_SkyCubeMap.get();
      58             :     }
      59             : 
      60             :     /**
      61             :      * Set the sky set name.
      62             :      */
      63             :     void SetSkySet(const CStrW& name);
      64             : 
      65             :     /**
      66             :      * Return a sorted list of available sky sets, in a form suitable
      67             :      * for passing to SetSkySet.
      68             :      */
      69             :     std::vector<CStrW> GetSkySets() const;
      70             : 
      71           0 :     bool GetRenderSky() const
      72             :     {
      73           0 :         return m_RenderSky;
      74             :     }
      75             : 
      76             :     void SetRenderSky(bool value)
      77             :     {
      78           0 :         m_RenderSky = value;
      79             :     }
      80             : 
      81             :     /**
      82             :      * Load all sky textures from files and upload to GPU.
      83             :      */
      84             :     void LoadAndUploadSkyTexturesIfNeeded(
      85             :         Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
      86             : 
      87             : private:
      88             :     void CreateSkyCube();
      89             : 
      90             :     bool m_RenderSky = true;
      91             : 
      92             :     /// Name of current skyset (a directory within art/textures/skies)
      93             :     CStrW m_SkySet;
      94             : 
      95             :     // Indices into m_SkyTexture
      96             :     enum
      97             :     {
      98             :         FRONT,
      99             :         BACK,
     100             :         RIGHT,
     101             :         LEFT,
     102             :         TOP,
     103             :         NUMBER_OF_TEXTURES
     104             :     };
     105             : 
     106             :     // Sky textures
     107             :     CTexturePtr m_SkyTexture[NUMBER_OF_TEXTURES];
     108             : 
     109             :     std::unique_ptr<Renderer::Backend::GL::CTexture> m_SkyCubeMap;
     110             : 
     111             :     VertexArray m_VertexArray;
     112             :     VertexArray::Attribute m_AttributePosition;
     113             :     VertexArray::Attribute m_AttributeUV;
     114             : };
     115             : 
     116             : 
     117             : #endif // INCLUDED_SKYMANAGER

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