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	Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
		
			
				
	
	
		
			57 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_MATERIAL_H
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| #define COMPONENTS_TERRAIN_MATERIAL_H
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| 
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| #include <osgFX/Technique>
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| #include <osgFX/Effect>
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| 
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| #include "defs.hpp"
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| 
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| namespace osg
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| {
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|     class Texture2D;
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| }
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| 
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| namespace Terrain
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| {
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| 
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|     class FixedFunctionTechnique : public osgFX::Technique
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|     {
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|     public:
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|         FixedFunctionTechnique(
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|                 const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
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|                 const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps);
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| 
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|     protected:
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|         virtual void define_passes() {}
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|     };
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| 
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|     class Effect : public osgFX::Effect
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|     {
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|     public:
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|         Effect(
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|                 const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
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|                 const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps);
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| 
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|         virtual bool define_techniques();
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| 
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|         virtual const char *effectName() const
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|         {
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|             return NULL;
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|         }
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|         virtual const char *effectDescription() const
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|         {
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|             return NULL;
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|         }
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|         virtual const char *effectAuthor() const
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|         {
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|             return NULL;
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|         }
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| 
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|     private:
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|         std::vector<osg::ref_ptr<osg::Texture2D> > mLayers;
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|         std::vector<osg::ref_ptr<osg::Texture2D> > mBlendmaps;
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|     };
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| 
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| }
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| 
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| #endif
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