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Created: 2025-07-11 06:36

/src/ogre/Components/Terrain/include/OgreTerrainLayerBlendMap.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Ogre_TerrainLayerBlendMap_H__
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#define __Ogre_TerrainLayerBlendMap_H__
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#include "OgreTerrainPrerequisites.h"
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#include "OgreCommon.h"
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#include "OgreDataStream.h"
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#include "OgreImage.h"
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namespace Ogre
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{
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    class Image;
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    /** \addtogroup Optional
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    *  @{
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    */
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    /** \addtogroup Terrain
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    *  Some details on the terrain component
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    *  @{
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    */
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    /** Class exposing an interface to a blend map for a given layer. 
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    Each layer after the first layer in a terrain has a blend map which 
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    expresses how it is alpha blended with the layers beneath. Internally, this
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    blend map is packed into one channel of an RGBA texture in
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    order to use the smallest number of samplers, but this class allows
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    a caller to manipulate the data more easily without worrying about
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    this packing. Also, the values you use to interact with the blend map are
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    floating point, which gives you full precision for updating, but in fact the
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    values are packed into 8-bit integers in the actual blend map.
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    @par
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    You shouldn't construct this class directly, use Terrain::getLayerBlendMap().
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    */
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    class _OgreTerrainExport TerrainLayerBlendMap : public TerrainAlloc
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    {
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        Terrain* mParent;
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        uint8 mLayerIdx;
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        uint8 mChannel; // RGBA
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        uint8 mChannelOffset; // in pixel format
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        Box mDirtyBox;
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        bool mDirty;
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        HardwarePixelBuffer* mBuffer;
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        Image mData;
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        void download();
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        void upload();
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    public:
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        /** Constructor
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        @param parent The parent terrain
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        @param layerIndex The layer index (should be 1 or higher)
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        @param buf The buffer holding the data
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        */
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        TerrainLayerBlendMap(Terrain* parent, uint8 layerIndex, HardwarePixelBuffer* buf);
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        virtual ~TerrainLayerBlendMap();
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        /// Get the parent terrain
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        Terrain* getParent() const { return mParent; }
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        /// Get the index of the layer this is targeting
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        uint8 getLayerIndex() const { return mLayerIdx; }
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        /** Helper method - convert a point in world space to UV space based on the
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            terrain settings.
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        @param worldPos World position
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        @param outX, outY Pointers to variables which will be filled in with the
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            local UV space value. Note they are deliberately signed Real values, because the
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            point you supply may be outside of image space and may be between texels.
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            The values will range from 0 to 1, top/bottom, left/right.
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        */
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        void convertWorldToUVSpace(const Vector3& worldPos, Real *outX, Real* outY);
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        /** Helper method - convert a point in local space to worldspace based on the
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            terrain settings.
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        @param x,y Local position, ranging from 0 to 1, top/bottom, left/right.
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        @param outWorldPos Pointer will be filled in with the world space value
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        */
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        void convertUVToWorldSpace(Real x, Real y, Vector3* outWorldPos);
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        /** Convert local space values (0,1) to image space (0, imageSize).
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        */
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        void convertUVToImageSpace(Real x, Real y, size_t* outX, size_t* outY);
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        /** Convert image space (0, imageSize) to local space values (0,1).
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        */
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        void convertImageToUVSpace(size_t x, size_t y, Real* outX, Real* outY);
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        /** Convert image space (0, imageSize) to terrain space values (0,1).
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        */
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        void convertImageToTerrainSpace(size_t x, size_t y, Real* outX, Real* outY);
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        /** Convert terrain space values (0,1) to image space (0, imageSize).
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        */
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        void convertTerrainToImageSpace(Real x, Real y, size_t* outX, size_t* outY);
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        /** Get a single value of blend information, in image space.
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        @param x,y Coordinates of the point of data to get, in image space (top down)
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        @return The blend data
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        */
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        float getBlendValue(uint32 x, uint32 y);
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        /** Set a single value of blend information (0 = transparent, 255 = solid)
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        @param x,y Coordinates of the point of data to get, in image space (top down)
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        @param val The blend value to set (0..1)
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        */
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        void setBlendValue(uint32 x, uint32 y, float val);
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        /** Get a pointer to the whole blend data. 
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            This method allows you to get a raw pointer to all the blend data, to 
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            update it as you like. However, you must then call dirtyRect manually 
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            if you want those changes to be recognised. 
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        */
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        float* getBlendPointer();
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        /** Indicate that all of the blend data is dirty and needs updating.
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        */
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        void dirty();
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        /** Indicate that a portion of the blend data is dirty and needs updating.
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        @param rect Rectangle in image space
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        */
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        void dirtyRect(const Rect& rect);
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        /** Blits a set of values into a region on the blend map. 
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            @param src      PixelBox containing the source pixels and format 
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            @param dstBox   Box describing the destination region in this map
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            @remarks The source and destination regions dimensions don't have to match, in which
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            case scaling is done. 
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            @note You can call this method in a background thread if you want.
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                You still need to call update() to commit the changes to the GPU. 
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        */
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        void blit(const PixelBox &src, const Box &dstBox);
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        /** Blits a set of values into the entire map. The source data is scaled if needed.
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            @param src      PixelBox containing the source pixels and format
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            @note You can call this method in a background thread if you want.
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                You still need to call update() to commit the changes to the GPU. 
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        */
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        void blit(const PixelBox &src);
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        /** Load an image into this blend layer. 
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        */
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        void loadImage(const Image& img);
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        /** Load an image into this blend layer. 
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        @param stream Stream containing the image data
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        @param ext Extension identifying the image type, if the stream data doesn't identify
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        */
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        void loadImage(DataStreamPtr& stream, const String& ext = BLANKSTRING);
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        /** Load an image into this blend layer. 
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        */
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        void loadImage(const String& filename, const String& groupName);
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        /** Publish any changes you made to the blend data back to the blend map. 
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        @note
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            Can only be called in the main render thread.
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        */
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        void update();
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    };
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    typedef std::vector<TerrainLayerBlendMap*> TerrainLayerBlendMapList;
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    /** @} */
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    /** @} */
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}
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#endif