// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program 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 Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "doomtype.h" #include "sc_man.h" #include "w_wad.h" #include "textures/textures.h" #include "gl/textures/gl_skyboxtexture.h" //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- FSkyBox::FSkyBox() { faces[0]=faces[1]=faces[2]=faces[3]=faces[4]=faces[5]=NULL; UseType=TEX_Override; gl_info.bSkybox = true; fliptop = false; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- FSkyBox::~FSkyBox() { // The faces are only referenced but not owned so don't delete them. } //----------------------------------------------------------------------------- // // If something attempts to use this as a texture just pass the information of the first face. // //----------------------------------------------------------------------------- const uint8_t *FSkyBox::GetColumn (unsigned int column, const Span **spans_out) { if (faces[0]) return faces[0]->GetColumn(column, spans_out); return NULL; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- const uint8_t *FSkyBox::GetPixels () { if (faces[0]) return faces[0]->GetPixels(); return NULL; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- int FSkyBox::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) { if (faces[0]) return faces[0]->CopyTrueColorPixels(bmp, x, y, rotate, inf); return 0; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- bool FSkyBox::UseBasePalette() { return false; // not really but here it's not important. } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void FSkyBox::Unload () { //for(int i=0;i<6;i++) if (faces[i]) faces[i]->Unload(); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void gl_ParseSkybox(FScanner &sc) { int facecount=0; sc.MustGetString(); FSkyBox * sb = new FSkyBox; sb->Name = sc.String; sb->Name.ToUpper(); if (sc.CheckString("fliptop")) { sb->fliptop = true; } sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (facecount<6) { sb->faces[facecount] = TexMan[TexMan.GetTexture(sc.String, FTexture::TEX_Wall, FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_Overridable)]; } facecount++; } if (facecount != 3 && facecount != 6) { sc.ScriptError("%s: Skybox definition requires either 3 or 6 faces", sb->Name.GetChars()); } sb->SetSize(); TexMan.AddTexture(sb); } //----------------------------------------------------------------------------- // // gl_ParseVavoomSkybox // //----------------------------------------------------------------------------- void gl_ParseVavoomSkybox() { int lump = Wads.CheckNumForName("SKYBOXES"); if (lump < 0) return; FScanner sc(lump); while (sc.GetString()) { int facecount=0; int maplump = -1; FSkyBox * sb = new FSkyBox; sb->Name = sc.String; sb->Name.ToUpper(); sb->fliptop = true; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { if (facecount<6) { sc.MustGetStringName("{"); sc.MustGetStringName("map"); sc.MustGetString(); maplump = Wads.CheckNumForFullName(sc.String, true); FTexture *tex = TexMan.FindTexture(sc.String, FTexture::TEX_Wall, FTextureManager::TEXMAN_TryAny); if (tex == NULL) { Printf("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name.GetChars()); } sb->faces[facecount] = tex; sc.MustGetStringName("}"); } facecount++; } if (facecount != 6) { sc.ScriptError("%s: Skybox definition requires 6 faces", sb->Name.GetChars()); } sb->SetSize(); TexMan.AddTexture(sb); } }