#pragma once #include "textures.h" //----------------------------------------------------------------------------- // // This is not a real texture but will be added to the texture manager // so that it can be handled like any other sky. // //----------------------------------------------------------------------------- class FSkyBox : public FTexture { public: FTexture * faces[6]; bool fliptop; FSkyBox(); ~FSkyBox(); const uint8_t *GetColumn (unsigned int column, const Span **spans_out); const uint8_t *GetPixels (); int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf); bool UseBasePalette(); void Unload (); void SetSize() { if (faces[0]) { Width=faces[0]->GetWidth(); Height=faces[0]->GetHeight(); CalcBitSize(); } } bool Is3Face() const { return faces[5]==NULL; } bool IsFlipped() const { return fliptop; } }; void ParseGldefSkybox(FScanner &sc); void ParseVavoomSkybox();