qzdoom/src/textures/skyboxtexture.h

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#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();