fd6a4d9f75
--HG-- branch : develop
88 lines
3 KiB
C++
88 lines
3 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_EMBOSS_H
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#define NL_TEXTURE_EMBOSS_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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//
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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 embossed texture from a height map.
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CTextureEmboss : public ITexture
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{
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public:
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NLMISC_DECLARE_CLASS(CTextureEmboss);
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/// ctor
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CTextureEmboss();
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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) throw(NLMISC::EStream);
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virtual bool supportSharing() const;
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virtual std::string getShareName() const;
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//
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void enableSharing(bool enabled = true) { _DisableSharing = !enabled; }
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bool isSharingEnabled() const { return !_DisableSharing; }
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// set the ambiant/ diffuse color to be added to the embossed texture
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void setAmbient(NLMISC::CRGBA ambient) { _Ambient = ambient; touch(); }
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void setDiffuse(NLMISC::CRGBA diffuse) { _Diffuse = diffuse; touch(); }
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// Set the direction of light (usually should be normalized). The bitmap is in the x,y plane
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void setLightDir(const NLMISC::CVector &lightDir) { _LightDir = lightDir; touch(); }
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// set a factor for the slope
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void setSlopeFactor(float factor) { _SlopeFactor = factor; touch(); }
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//
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NLMISC::CRGBA getAmbient() const { return _Ambient; }
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NLMISC::CRGBA getDiffuse() const { return _Diffuse; }
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const NLMISC::CVector &getLightDir() const { return _LightDir; }
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float getSlopeFactor() const { return _SlopeFactor; }
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// inherited from ITexture. release this texture, and its datas
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virtual void release();
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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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NLMISC::CRGBA _Ambient;
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NLMISC::CRGBA _Diffuse;
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NLMISC::CVector _LightDir;
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bool _DisableSharing;
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float _SlopeFactor;
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};
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} // NL3D
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#endif
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