# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

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# D:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vlGraphics/Terrain.hpp

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    00001 /**************************************************************************************/
    00002 /*                                                                                    */
    00003 /*  Visualization Library                                                             */
    00004 /*  http://www.visualizationlibrary.org                                               */
    00005 /*                                                                                    */
    00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
    00007 /*  All rights reserved.                                                              */
    00008 /*                                                                                    */
    00009 /*  Redistribution and use in source and binary forms, with or without modification,  */
    00010 /*  are permitted provided that the following conditions are met:                     */
    00011 /*                                                                                    */
    00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
    00013 /*  list of conditions and the following disclaimer.                                  */
    00014 /*                                                                                    */
    00015 /*  - Redistributions in binary form must reproduce the above copyright notice, this  */
    00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
    00017 /*  other materials provided with the distribution.                                   */
    00018 /*                                                                                    */
    00019 /*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND   */
    00020 /*  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED     */
    00021 /*  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE            */
    00022 /*  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR  */
    00023 /*  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES    */
    00024 /*  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;      */
    00025 /*  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON    */
    00026 /*  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT           */
    00027 /*  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS     */
    00028 /*  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.                      */
    00029 /*                                                                                    */
    00030 /**************************************************************************************/
    00031
    00032 #ifndef Terrain_INCLUDE_ONCE
    00033 #define Terrain_INCLUDE_ONCE
    00034
    00035 #include <vlGraphics/SceneManagerActorKdTree.hpp>
    00036 #include <vlGraphics/ShaderNode.hpp>
    00037
    00038 namespace vl
    00039 {
    00063   class VLGRAPHICS_EXPORT Terrain: public SceneManagerActorKdTree
    00064   {
    00065     VL_INSTRUMENT_CLASS(vl::Terrain, SceneManagerActorKdTree)
    00066
    00067   public:
    00068     Terrain():
    00069         mShaderNode(new ShaderNode), mWidth(0), mHeight(0), mDepth(0), mDetailRepetitionCount(0),
    00070         mHeightmapTextureFormat(TF_LUMINANCE16F), mTerrainTextureFormat(TF_RGB), mDetailTextureFormat(TF_RGB),
    00071         mUseGLSL(true)
    00072     {
    00073       mChunks.setAutomaticDelete(false);
    00074     }
    00075
    00076     void init();
    00077
    00078     bool useGLSL() const { return mUseGLSL; }
    00079     int detailRepetitionMode() const { return mDetailRepetitionCount; }
    00080     double width() const { return mWidth; }
    00081     double depth() const { return mDepth; }
    00082     double height() const { return mHeight; }
    00083     const vec3& origin() const { return mOrigin; }
    00084     const String& detailTexture() const { return mDetailTexture; }
    00085     const String& terrainTexture() const { return mTerrainTexture; }
    00086     const String& heightmapTexture() const { return mHeightmapTexture; }
    00087     ETextureFormat heightmapTextureFormat() const { return mHeightmapTextureFormat; }
    00088     ETextureFormat terrainTextureFormat() const { return mTerrainTextureFormat; }
    00089     ETextureFormat detailTextureFormat() const { return mDetailTextureFormat; }
    00090
    00091     void setUseGLSL(bool enable) { mUseGLSL = enable; }
    00092     void setDetailRepetitionCount(int count) { mDetailRepetitionCount = count; }
    00093     void setWidth(double w)  { mWidth = w; }
    00094     void setDepth(double d)  { mDepth = d; }
    00095     void setHeight(double h) { mHeight = h; }
    00096     void setOrigin(const vec3& origin) { mOrigin = origin; }
    00097     void setHeightmapTextureFormat(ETextureFormat format) { mHeightmapTextureFormat = format; }
    00098     void setTerrainTextureFormat(ETextureFormat format) { mTerrainTextureFormat = format; }
    00099     void setDetailTextureFormat(ETextureFormat format) { mDetailTextureFormat = format; }
    00100
    00101     void setVertexShader(const String& vs_path) { mVertexShader = vs_path; }
    00102     const String& vertexShader() const { return mVertexShader; }
    00103
    00104     void setFragmentShader(const String& fs_path) { mFragmentShader = fs_path; }
    00105     const String& fragmentShader() const { return mFragmentShader; }
    00106
    00107     const ActorCollection& chunks() const { return mChunks; }
    00108     int chunkCount() const { return mChunks.size(); }
    00109     Actor* chunk(int i) { return mChunks[i].get(); }
    00110     const Actor* chunk(int i) const { return mChunks[i].get(); }
    00111
    00115     void setDetailTexture(const String& texture) { mDetailTexture = texture; }
    00123     void setTerrainTexture(const String& texture) { mTerrainTexture = texture; }
    00131     void setHeightmapTexture(const String& texture) { mHeightmapTexture = texture; }
    00132
    00133     const ShaderNode* shaderNode() const { return mShaderNode.get(); }
    00134     ShaderNode* shaderNode() { return mShaderNode.get(); }
    00135
    00136   protected:
    00137     ref<ShaderNode> mShaderNode;
    00138     ActorCollection mChunks;
    00139     double mWidth;
    00140     double mHeight;
    00141     double mDepth;
    00142     vec3 mOrigin;
    00143     String mDetailTexture;
    00144     String mTerrainTexture;
    00145     String mHeightmapTexture;
    00146     String mVertexShader;
    00147     String mFragmentShader;
    00148     int mDetailRepetitionCount;
    00149     ETextureFormat mHeightmapTextureFormat;
    00150     ETextureFormat mTerrainTextureFormat;
    00151     ETextureFormat mDetailTextureFormat;
    00152     bool mUseGLSL;
    00153   };
    00154 }
    00155
    00156 #endif

Visualization Library v2011.09.1162 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu Jan 26 2012 00:43:43.
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