mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 22:56:40 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			53 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
	
		
			2 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
 |