raze-gles/source/common/textures/skyboxtexture.cpp

75 lines
2.6 KiB
C++

/*
** 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());
}
}