📄 mapsplatter.h
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/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as *
* published by the Free Software Foundation; either version 2 of the *
* License, or (at your option) any later version. *
* *
***************************************************************************/
/**
@file
MapSplatter.h
@brief
Utility that pre-calculate splating by
pre-calculating coverage map, A Color Map and a Base Map.
*/
#ifndef MapSplatter_H
#define MapSplatter_H
#include "Ogre.h"
namespace Ogre
{
/**
* \ingroup Tool_MapSplitter
*
*
* \par untested on linux
*
* \version 0.2
* second version
*
* \date 06-07-2004
*
* \author tuan.kuranes@free.fr
*
* \todo
* Add New methods, faster, smaller. Add DXT5 compression to maps.
* Add Realtime methods to modify part of a map (
* (SubCoverageCalc)
* adds unlimited number of splat maps ?
*
* \bug
*
*/
class MapSplatter
{
public:
MapSplatter();
~MapSplatter();
/**
* \return pointer to image containing Base Map, that will be blend with
* splat maps at realtime.
*/
Image *getBaseMap();
/**
* \return pointer to image containing a Color Map that can be use to
* Map a whole Tile
*/
Image *getColorMap();
/**
* \return pointer to image containing Coverage Map, each color channel
* containing alpha channel for splating a particular Map
*/
Image *getCoverageMap();
/**
* \return pointer to image containing Alpha Map that
* splats a particular Map
*/
Image *MapSplatter::getAlphaMap(uint i);
/**
* \return pointer to image containing RGB Map that
* splats a particular Map
*/
Image *MapSplatter::getRGBMap(uint i);
/**
* @remarks
* empty all maps and prepare for a new set of calculation.
*/
void reset ();
private :
void CalcMapSplats ();
bool mAlreadyComputed;
Image BaseMap; //Base map
Image ColorMap; //color map
Image SplatMap[4]; // source Splats Maps
Image destAlphaMap[4]; //destination Alpha Maps
Image destRGBMap[4]; //destination RGB Maps
Image CoverageMap; // Synthesise the 4 alpha map as one image
ColourValue matColor[4];// average color value of splats map
Real matHeight[1]; // Height value upon which splat is chosen
Vector3 mScale; // landscape scale value
uint mWidth; // landscape width value
uint mHeight; // landscape height value
/**
*
* \param out Base Color Value for this point
* \param x Position on map
* \param z Position on map
* \param alpha1 factor of predominance of splat-map 1 at this point
* \param alpha2 factor of predominance of splat-map 2 at this point
* \param alpha3 factor of predominance of splat-map 3 at this point
* \param alpha4 factor of predominance of splat-map 4 at this point
*/
void BuildPoint(ColourValue& out, int x, int z, Real& alpha1,
Real& alpha2, Real& alpha3, Real& alpha4);
/**
*
* \param Base Color Value returned
* \param percentaje of color 1 to interpolate to color 2
* \param index1 index of splat maps average color to interpolate with
* \param index2 index of splat maps average color to interpolate with
*/
void InterpolateColour(ColourValue& out, const Real percentaje,
const int index1, const int index2);
/**
*
* \param alpha1 factor of predominance of splat-map 1 at this point
* \param alpha2 factor of predominance of splat-map 1 at this point
* \param alpha3 factor of predominance of splat-map 1 at this point
* \param alpha4 factor of predominance of splat-map 1 at this point
* \param percentaje percentaje of alpha 1 to interpolate to alpha 2
* \param index1 index of splat maps alpha to interpolate
* \param index2 index of splat maps alpha to interpolate
*/
void InterpolateAlpha(Real& alpha1, Real& alpha2, Real& alpha3,
Real& alpha4, const Real percentaje,
const int index1, const int index2);
};
}
#endif //MapSplatter_H
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