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openmw-tes3mp/components/terrain/material.hpp

75 lines
3.1 KiB
C++

/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#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() > 0; }
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