32 #ifndef Terrain_INCLUDE_ONCE 33 #define Terrain_INCLUDE_ONCE 69 mShaderNode(new
ShaderNode), mWidth(0), mHeight(0), mDepth(0), mDetailRepetitionCount(0),
73 mChunks.setAutomaticDelete(
false);
80 double width()
const {
return mWidth; }
81 double depth()
const {
return mDepth; }
82 double height()
const {
return mHeight; }
const ShaderNode * shaderNode() const
Associates a Renderable object to an Effect and Transform.
int mDetailRepetitionCount
ETextureFormat detailTextureFormat() const
ShaderNode * shaderNode()
int detailRepetitionMode() const
The String class implements an advanced UTF16 (Unicode BMP) string manipulation engine.
ETextureFormat mDetailTextureFormat
void setDetailTexture(const String &texture)
Sets the texture to be used as detail texture, it can be of any size.
ETextureFormat terrainTextureFormat() const
The Terrain class implements a ActorKdTree-based terrain scene manager.
ref< ShaderNode > mShaderNode
The ShaderNode class is used to conveniently manage complex hierarchies of Shader[s].
ETextureFormat heightmapTextureFormat() const
void setFragmentShader(const String &fs_path)
const String & heightmapTexture() const
#define VL_INSTRUMENT_CLASS(ClassName, BaseClass)
void setUseGLSL(bool enable)
Visualization Library main namespace.
void setTerrainTextureFormat(ETextureFormat format)
void setOrigin(const vec3 &origin)
ETextureFormat mTerrainTextureFormat
ETextureFormat mHeightmapTextureFormat
void setVertexShader(const String &vs_path)
void setTerrainTexture(const String &texture)
Sets the texture to be used as the base terrain texture.
const String & fragmentShader() const
const Actor * chunk(int i) const
#define VLGRAPHICS_EXPORT
void setDetailTextureFormat(ETextureFormat format)
void setHeightmapTexture(const String &texture)
Sets the texture to be used as the heightmap.
A SceneManagerBVH that implements its spatial partitioning strategy using an ActorKdTree.
Defined as a simple subclass of Collection<Actor>, see Collection for more information.
void setDetailRepetitionCount(int count)
const vec3 & origin() const
const String & detailTexture() const
const ActorCollection & chunks() const
The ref<> class is used to reference-count an Object.
const String & terrainTexture() const
void setHeightmapTextureFormat(ETextureFormat format)
const String & vertexShader() const