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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::LandscapeTextures Class

Header: #include <UnigineObjects.h>

This class is used to manage a fragment of terrain data on the GPU side (e.g. modify heights, albedo, or masks, etc.). Actually it represents a data container for a fragment of terrain area of the specified resolution. This class can be used, for example, when implementing GPU-based brushes.

LandscapeTextures Class

Members


Ptr<LandscapeTextures> LandscapeTextures ( const Math::ivec2 & resolution ) #

Creates a new LandscapeTextures object to store the data for a terrain area of the specified resolution.

Arguments

  • const Math::ivec2 & resolution - Two-component vector containing texture resolution along X and Y axes.

Ptr<Texture> getHeight ( ) #

Returns height data as an R32F texture.

Return value

Texture (R32F) containing height data.

Ptr<Texture> getAlbedo ( ) #

Returns albedo data as an RGBA8 texture. Opacity data is stored in the alpha-channel.

Return value

Texture (RGBA8) containing albedo data.

Ptr<Texture> getMask ( int num ) #

Returns mask data as an RGBA8 texture.
Notice
Each detail mask can be represented by a single-channel texture. For optimization purposes detail mask data is stored in blocks - RGBA8 textures (each containing 4 masks, one mask per each channel). There are 5 blocks, as the terrain has 20 detail masks available. Thus, the data of the 9th detail mask shall be stored in the R-channel of the third block (index = 2).

Arguments

  • int num - Masks data block index.

Return value

Texture (RGBA8) containing mask data.

Ptr<Texture> getOpacityHeight ( ) #

Returns opacity information for height data as an R32F texture.

Return value

Texture (R32F) containing opacity information for height texture.

Ptr<Texture> getOpacityMask ( int num ) #

Returns opacity information for mask data as an RGBA8 texture.
Notice
Each mask can be represented by a single-channel texture. For optimization purposes opacity information for mask data is stored in blocks - RGBA8 textures (each containing 4 masks, one mask per each channel). There are 5 blocks, as the terrain has 20 detail masks available. Thus, the data of the 9th detail mask shall be stored in the R-channel of the third block (index = 2).

Arguments

  • int num - Masks data block index.

Return value

Texture (RGBA8) containing opacity information for mask data.

Ptr<Texture> get ( int type ) #

Returns the texture of the specified type.

Arguments

Return value

Texture of the specified type.

Ptr<RenderTarget> getRenderTarget ( ) #

Returns the render target containing terrain data.

Return value

Render target containing terrain data.

Math::ivec2 getResolution ( ) #

Returns the current texture resolution.

Return value

Two-component vector containing texture resolution along X and Y axes.

int getNumMipmaps ( ) #

Returns the total number of mipmaps for the textures (maximum value among all data layers).

Return value

Total number of mipmaps for the textures.

void createMipmaps ( ) #

Generates mipmaps for the textures of all data layers.

void clearBuffers ( ) #

Clears all levels of the textures of all data layers (fills all elements with 0-values).
Last update: 2023-12-19
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