paysages3d/src/definition/TextureLayerDefinition.h

60 lines
1.6 KiB
C++

#pragma once
#include "definition_global.h"
#include "DefinitionNode.h"
namespace paysages {
namespace definition {
class DEFINITIONSHARED_EXPORT TextureLayerDefinition : public DefinitionNode {
public:
typedef enum { TEXTURES_MERGE_FADE, TEXTURES_MERGE_DISSOLVE, TEXTURES_MERGE_DISPLACEMENT_VALUE } TextureMergeMode;
typedef enum {
TEXTURES_LAYER_PRESET_MUD,
TEXTURES_LAYER_PRESET_ROCK,
TEXTURES_LAYER_PRESET_GRASS,
TEXTURES_LAYER_PRESET_SAND,
TEXTURES_LAYER_PRESET_SNOW
} TextureLayerPreset;
public:
TextureLayerDefinition(DefinitionNode *parent, const string &name);
virtual ~TextureLayerDefinition();
virtual void save(PackStream *stream) const override;
virtual void load(PackStream *stream) override;
virtual void copy(DefinitionNode *destination) const override;
virtual void validate() override;
void applyPreset(TextureLayerPreset preset, RandomGenerator &random = RandomGeneratorDefault);
inline NoiseNode *propDisplacementNoise() const {
return displacement_noise;
}
inline NoiseNode *propDetailNoise() const {
return detail_noise;
}
/**
* Return true if the texture applies a displacement noise on terrain.
*/
bool hasDisplacement() const;
/**
* Get the maximal (positive or negative) displacement this layer may apply on terrain.
*/
double getMaximalDisplacement() const;
public:
Zone *terrain_zone;
SurfaceMaterial *material;
private:
NoiseNode *displacement_noise;
NoiseNode *detail_noise;
};
}
}