The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "filesystem.h"
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#include "textures.h"
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#include "skyboxtexture.h"
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#include "bitmap.h"
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#include "texturemanager.h"
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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FSkyBox::FSkyBox(const char *name)
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: FImageTexture(name)
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{
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FTextureID texid = TexMan.CheckForTexture(name, ETextureType::Wall);
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if (texid.isValid())
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{
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previous = TexMan.GetGameTexture(texid);
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}
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else previous = nullptr;
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faces[0]=faces[1]=faces[2]=faces[3]=faces[4]=faces[5] = nullptr;
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bSkybox = true;
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fliptop = false;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void FSkyBox::SetSize()
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{
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if (!previous && faces[0]) previous = faces[0];
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if (previous && previous->GetTexture()->GetImage())
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{
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SetImage(previous->GetTexture()->GetImage());
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SetFromImage();
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}
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}
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