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openmw-tes3mp/components/terrain/material.hpp

54 lines
2.0 KiB
C++

#ifndef COMPONENTS_TERRAIN_MATERIAL_H
#define COMPONENTS_TERRAIN_MATERIAL_H
#include <OgreMaterial.h>
#include "storage.hpp"
namespace Terrain
{
class MaterialGenerator
{
public:
MaterialGenerator ();
void setLayerList (const std::vector<LayerInfo>& layerList) { mLayerList = layerList; }
bool hasLayers() { return mLayerList.size(); }
void setBlendmapList (const std::vector<Ogre::TexturePtr>& blendmapList) { mBlendmapList = blendmapList; }
const std::vector<Ogre::TexturePtr>& getBlendmapList() { return mBlendmapList; }
void setCompositeMap (const std::string& name) { mCompositeMap = name; }
void enableShaders(bool shaders) { mShaders = shaders; }
void enableShadows(bool shadows) { mShadows = shadows; }
void enableNormalMapping(bool normalMapping) { mNormalMapping = normalMapping; }
void enableParallaxMapping(bool parallaxMapping) { mParallaxMapping = parallaxMapping; }
void enableSplitShadows(bool splitShadows) { mSplitShadows = splitShadows; }
/// Creates a material suitable for displaying a chunk of terrain using alpha-blending.
Ogre::MaterialPtr generate ();
/// Creates a material suitable for displaying a chunk of terrain using a ready-made composite map.
Ogre::MaterialPtr generateForCompositeMap ();
/// Creates a material suitable for rendering composite maps, i.e. for "baking" several layer textures
/// into one. The main difference compared to a normal material is that no shading is applied at this point.
Ogre::MaterialPtr generateForCompositeMapRTT ();
private:
Ogre::MaterialPtr create (bool renderCompositeMap, bool displayCompositeMap);
std::vector<LayerInfo> mLayerList;
std::vector<Ogre::TexturePtr> mBlendmapList;
std::string mCompositeMap;
bool mShaders;
bool mShadows;
bool mSplitShadows;
bool mNormalMapping;
bool mParallaxMapping;
};
}
#endif