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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.). Actualy 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> create ( 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: 2019-12-04