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.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.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
- int type - Landscape map data type identifier. One of the LANDSCAPE_TYPE_FILE_DATA_* values.
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:
16.08.2024
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