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Unigine::LandscapeImages Class

Header: #include <UnigineObjects.h>

This class is used to manage a fragment of terrain data on the CPU 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 CPU-based brushes.

LandscapeImages Class

Members


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

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

Arguments

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

Return value

LandscapeImages instance - a data container for a terrain area of the specified size.

Ptr<Image> getHeight ( ) #

Returns height data as an image.

Return value

Image (R32F) containing height data.

Ptr<Image> getAlbedo ( ) #

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

Return value

Image (RGBA8) containing albedo data.

Ptr<Image> getMask ( int num ) #

Returns mask data as an RGBA8 image.
Notice
Each detail mask can be represented by a single-channel image. For optimization purposes detail mask data is stored in blocks - RGBA8 images (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

Image (RGBA8) containing mask data.

Ptr<Image> getOpacityHeight ( ) #

Returns opacity information for height data as an R32F image.

Return value

Image (R32F) containing opacity information for height data.

Ptr<Image> getOpacityMask ( int num ) #

Returns opacity information for mask data as an RGBA8 image.
Notice
Each mask can be represented by a single-channel image. For optimization purposes opacity information for mask data is stored in blocks - RGBA8 images (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

Image (RGBA8) containing opacity information for mask data.

Ptr<Image> get ( int type ) #

Returns the image of the specified type.

Arguments

Return value

Image of the specified type.

Math::ivec2 getResolution ( ) #

Returns the current image resolution.

Return value

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

void resize ( Math::ivec2 new_resolution ) #

Sets a new image resolution.

Arguments

  • Math::ivec2 new_resolution - Two-component vector containing new image resolution along X and Y axes to be set.

Ptr<LandscapeImages> copy ( const Ptr<LandscapeImages> & image ) #

Copies this LandscapeImages buffer to the specified one (all data layers).

Arguments

  • const Ptr<LandscapeImages> & image - Destination LandscapeImages buffer to which this one is to be copied.

Return value

Destination LandscapeImages buffer.

Ptr<LandscapeImages> clone ( ) #

Clones the LandscapeImages buffer (all data layers).

Return value

Cloned LandscapeImages buffer.
Last update: 31.07.2020
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