vkdoom_m/src/common/textures/skyboxtexture.cpp
Christoph Oelckers 70ec20c137 - optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
2020-04-19 10:57:51 +02:00

65 lines
1.9 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 "filesystem.h"
#include "textures.h"
#include "skyboxtexture.h"
#include "bitmap.h"
#include "texturemanager.h"
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyBox::FSkyBox(const char *name)
: FImageTexture(name)
{
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;
bSkybox = true;
fliptop = false;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyBox::SetSize()
{
if (!previous && faces[0]) previous = faces[0];
if (previous && previous->GetTexture()->GetImage())
{
SetImage(previous->GetTexture()->GetImage());
SetFromImage();
}
}