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57 lines
2.3 KiB
C++
57 lines
2.3 KiB
C++
#ifndef COMPONENTS_TERRAIN_MATERIAL_H
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#define COMPONENTS_TERRAIN_MATERIAL_H
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#include <OgreMaterial.h>
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#include "storage.hpp"
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namespace Terrain
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{
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class MaterialGenerator
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{
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public:
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/// @param layerList layer textures
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/// @param blendmapList blend textures
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/// @param shaders Whether to use shaders. With a shader, blendmap packing can be used (4 channels instead of one),
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/// so if this parameter is true, then the supplied blend maps are expected to be packed.
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MaterialGenerator (bool shaders);
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void setLayerList (const std::vector<LayerInfo>& layerList) { mLayerList = layerList; }
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bool hasLayers() { return mLayerList.size(); }
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void setBlendmapList (const std::vector<Ogre::TexturePtr>& blendmapList) { mBlendmapList = blendmapList; }
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const std::vector<Ogre::TexturePtr>& getBlendmapList() { return mBlendmapList; }
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void setCompositeMap (const std::string& name) { mCompositeMap = name; }
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void enableShadows(bool shadows) { mShadows = shadows; }
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void enableNormalMapping(bool normalMapping) { mNormalMapping = normalMapping; }
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void enableParallaxMapping(bool parallaxMapping) { mParallaxMapping = parallaxMapping; }
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void enableSplitShadows(bool splitShadows) { mSplitShadows = splitShadows; }
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/// Creates a material suitable for displaying a chunk of terrain using alpha-blending.
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Ogre::MaterialPtr generate ();
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/// Creates a material suitable for displaying a chunk of terrain using a ready-made composite map.
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Ogre::MaterialPtr generateForCompositeMap ();
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/// Creates a material suitable for rendering composite maps, i.e. for "baking" several layer textures
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/// into one. The main difference compared to a normal material is that no shading is applied at this point.
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Ogre::MaterialPtr generateForCompositeMapRTT ();
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private:
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Ogre::MaterialPtr create (bool renderCompositeMap, bool displayCompositeMap);
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std::vector<LayerInfo> mLayerList;
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std::vector<Ogre::TexturePtr> mBlendmapList;
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std::string mCompositeMap;
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bool mShaders;
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bool mShadows;
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bool mSplitShadows;
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bool mNormalMapping;
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bool mParallaxMapping;
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};
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}
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#endif
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