613d4ddc34
--HG-- branch : develop
106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_TEXTURE_BUMP_H
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#define NL_TEXTURE_BUMP_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/texture.h"
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namespace NL3D {
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/**
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* This texture is a helper to build a DsDt texture from a height map (provided it is supported by hardware)
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* The height map should be convertible to a RGBA bitmap
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CTextureBump : public ITexture
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{
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public:
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NLMISC_DECLARE_CLASS(CTextureBump);
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/// ctor
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CTextureBump();
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/// dtor
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~CTextureBump();
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/// set the height map used to generate this bump map
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void setHeightMap(ITexture *heightMap);
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/// get the height map used to generate this bumpmap
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ITexture *getHeightMap() { return _HeightMap; };
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/// get the height map used to generate this bumpmap (const version)
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const ITexture *getHeightMap() const { return _HeightMap; };
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// serial this texture datas
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virtual void serial(NLMISC::IStream &f);
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virtual bool supportSharing() const;
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virtual std::string getShareName() const;
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void enableSharing(bool enabled = true) { _DisableSharing = !enabled; }
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bool isSharingEnabled() const { return !_DisableSharing; }
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/** Force normalization of this texture when it is generated, so that the deltas reach their maximum amplitude.
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* After the texture generation, the factor needed to normalize can be obtained
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*/
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void forceNormalize(bool force = true) { _ForceNormalize = force; }
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/// Test whether normalization is forced with that texture
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bool isNormalizationForced() const { return _ForceNormalize; }
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/** Get the normalization factor. This is valid only if the texture has been generated
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* NB : make this virtual because it access static object (_NameToNF) from both DLL and main app, so don't want duplication
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*/
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virtual float getNormalizationFactor();
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// inherited from ITexture. release this texture, and its datas
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virtual void release();
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// this is a bump texture
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virtual bool isBumpMap() const { return true; }
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protected:
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// inherited from ITexture. Generate this bumpmap pixels
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virtual void doGenerate(bool async = false);
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NLMISC::CSmartPtr<ITexture> _HeightMap;
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float *_NormalizationFactor;
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bool _DisableSharing;
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bool _ForceNormalize;
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// Map that give the normalization factor for each map from its sharename. This avoid to generate several time the maps to get the normalization factor if a bumpmap is shared by severals CTextureBump instances;
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struct CNormalizationInfo
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{
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uint NumRefs;
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float NormalizationFactor;
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};
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typedef std::map<std::string, CNormalizationInfo> TNameToNI; // sharename to the normalization factor
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static TNameToNI _NameToNF; // name to normalization factor
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private:
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/// we don't allow for mipmap for bump so we redefine this to prevent the user from doing this on the base class Itexture
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virtual void setFilterMode(TMagFilter magf, TMinFilter minf);
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};
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} // NL3D
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#endif // NL_TEXTURE_BUMP_H
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/* End of texture_bump.h */
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