/* ** skyboxtexture.cpp ** **--------------------------------------------------------------------------- ** Copyright 2004-2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "filesystem.h" #include "textures.h" #include "skyboxtexture.h" #include "bitmap.h" #include "texturemanager.h" //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- FSkyBox::FSkyBox(const char *name) : FImageTexture(nullptr) { FTextureID texid = TexMan.CheckForTexture(name, ETextureType::Wall); if (texid.isValid()) { previous = TexMan.GetGameTexture(texid); } else previous = nullptr; faces[0]=faces[1]=faces[2]=faces[3]=faces[4]=faces[5] = nullptr; fliptop = false; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void FSkyBox::SetSize() { if (!previous && faces[0]) previous = faces[0]; if (previous && previous->GetTexture()->GetImage()) { SetImage(previous->GetTexture()->GetImage()); } }