📄 wmlbumpmap.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLBUMPMAP_H
#define WMLBUMPMAP_H
#include "WmlAlphaState.h"
#include "WmlLight.h"
#include "WmlNode.h"
#include "WmlTexture.h"
#include "WmlTextureState.h"
namespace Wml
{
class TriMesh;
class WML_ITEM BumpMap : public Node
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// Construction and destruction. The bModulate input controls whether the
// surface lighting is modulated by the surface material and light
// combination. That is, it controls whether the bump map is decaled onto
// the surface or modulates the lighted surface.
BumpMap (Node* pkObjects, Texture* pkNormalMap, Light* pkLight,
bool bModulate);
virtual ~BumpMap ();
// member accessors
NodePtr GetObjects () const;
TexturePtr GetNormalMap () const;
TextureStatePtr GetTextureState () const;
LightPtr GetLight () const;
AlphaStatePtr GetAlphaState () const;
bool GetModulate () const;
// texture blend colors
void SetCurrentAmbientMaterial (const ColorRGB& rkColor);
void SetCurrentDiffuseMaterial (const ColorRGB& rkColor,
int iMaxTextureUnits);
// compute and store the light vectors for interpolation
void ComputeLightVectors (TriMesh& rkMesh);
virtual Object* GetObjectByName (const char* acName);
virtual void GetAllObjectsByName (const char* acName,
std::vector<Object*>& rkObjects);
protected:
BumpMap ();
// geometric updates
virtual void UpdateWorldBound ();
// drawing
virtual void Draw (Renderer& rkRenderer);
// RE-specific internal data
NodePtr m_spkObjects;
TexturePtr m_spkNormalMap;
TextureStatePtr m_spkTextureState;
TextureStatePtr m_spkTextureStateModulated;
LightPtr m_spkLight;
AlphaStatePtr m_spkAlphaState;
bool m_bModulate;
bool m_bForceCullObjects;
};
WmlSmartPointer(BumpMap);
WmlRegisterStream(BumpMap);
#include "WmlBumpMap.inl"
}
#endif
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