📄 maplighter.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
MapLighter.h
@brief
Utility that pre-calculate splating by
pre-calculating coverage map, A Color Map and a Base Map.
*/
#ifndef MapLighter_H
#define MapLighter_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 MapLighter
{
public:
MapLighter();
~MapLighter();
/**
* \return pointer to image containing Light Map, that will be blended with
* splat maps at real-time.
*/
Image *getLightMap(const Vector3 &sun, float amb, float diff,
int Blur);
/**
* \return pointer to image containing shadow Map, that will be blended with
* splat maps at real-time.
*/
Image *getShadowMap(const Vector3 &sun, float amb, float diff,
int Blur);
/**
* @remarks
* empty all maps and prepare for a new set of calculation.
*/
void reset ();
private :
/*
CalcMapLight()
This uses the normal map and shadow map to calculate a light map for the
landscape. A light intensity is calculated for each point in the heightmap,
scaled to the range 0 to 255 and stored as an unsigned char. We then apply
a blurring filter to soften the shadow edges.
*/
void CalcMapLight (const Vector3 &sun, float amb, float diff, int sigma);
/*
CalcMapShadow()
For each point in the heightmap we cast a ray in the light direction. Any
points intersected in x-y which are below the ray in z are deemed to be in
shadow.
*/
void CalcMapShadow (const Vector3 &sun);
bool mAlreadyComputed;
Image mLightMap;
Image mShadowMap;
};
}
#endif //MapLighter_H
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