#pragma once //======================================================================== // Sky.h - implements a sky box in either D3D9 or D3D11 // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "Geometry.h" #include "SceneNodes.h" #include "Material.h" #include "Shaders.h" // Forward declarations class Scene; //////////////////////////////////////////////////// // // class SkyNode - Chapter 16, page 554 // // Implements a believable sky that follows // the camera around - this is a base class that the D3D9 and D3D11 classes // inherit from // //////////////////////////////////////////////////// class SkyNode : public SceneNode { protected: unsigned int m_numVerts; unsigned int m_sides; const char * m_textureBaseName; std::shared_ptr m_camera; bool m_bActive; std::string GetTextureName(const int side); public: SkyNode(const char *textureFile); virtual ~SkyNode(); int VPreRender(Scene *pScene); bool VIsVisible(Scene *pScene) const { return m_bActive; } }; class OpenGLSkyNode46 : public SkyNode { public: OpenGLSkyNode46(const char* pTextureBaseName); virtual ~OpenGLSkyNode46(); int VOnRestore(Scene *pScene); int VRender(Scene *pScene); protected: GLuint m_vao; GLuint m_vbo; GLuint m_ebo; size_t m_numIndices; OpenGLShaderProgram m_ShaderProgram; };