Coverage Report

Created: 2025-08-29 06:18

/src/ogre/Components/Terrain/include/OgreTerrainMaterialGeneratorA.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_TerrainMaterialGeneratorA_H__
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#define __Ogre_TerrainMaterialGeneratorA_H__
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#include "OgreTerrainPrerequisites.h"
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#include "OgreTerrainMaterialGenerator.h"
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namespace Ogre
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{
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    class PSSMShadowCameraSetup;
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    namespace RTShader
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    {
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    class RenderState;
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    }
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    /** \addtogroup Optional
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    *  @{
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    */
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    /** \addtogroup Terrain
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    *  @{
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    */
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    /** A TerrainMaterialGenerator which can cope with normal mapped, specular mapped
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        terrain.
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    */
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    class _OgreTerrainExport TerrainMaterialGeneratorA : public TerrainMaterialGenerator
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    {
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    public:
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        class SM2Profile;
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    private:
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        std::unique_ptr<RTShader::RenderState> mMainRenderState;
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        std::unique_ptr<SM2Profile> mActiveProfile;
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        bool mLightmapEnabled;
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        bool mCompositeMapEnabled;
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        bool mReceiveDynamicShadows;
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        bool mLowLodShadows;
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    public:
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        TerrainMaterialGeneratorA();
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        virtual ~TerrainMaterialGeneratorA();
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        RTShader::RenderState* getMainRenderState() const { return mMainRenderState.get(); }
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        /** Shader model 2 profile target. 
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        */
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        class _OgreTerrainExport SM2Profile : public Profile
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        {
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        public:
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            SM2Profile(TerrainMaterialGeneratorA* parent);
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            virtual ~SM2Profile();
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            /// Generate / reuse a material for the terrain
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            MaterialPtr generate(const Terrain* terrain);
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            /// Get the number of layers supported
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            uint8 getMaxLayers(const Terrain* terrain) const;
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            /** Whether to support normal mapping per layer in the shader (default true). 
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            */
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            bool isLayerNormalMappingEnabled() const  { return mLayerNormalMappingEnabled; }
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            /** Whether to support normal mapping per layer in the shader (default true). 
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            */
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            void setLayerNormalMappingEnabled(bool enabled);
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            /** Whether to support parallax mapping per layer in the shader (default true). 
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            */
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            bool isLayerParallaxMappingEnabled() const  { return mLayerParallaxMappingEnabled; }
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            /** Whether to support parallax mapping per layer in the shader (default true). 
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            */
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            void setLayerParallaxMappingEnabled(bool enabled);
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            /** Whether to support steep parallax mapping per layer in the shader (default true).
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             */
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            void setLayerParallaxOcclusionMappingEnabled(bool enabled);
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            /** Whether to support steep parallax mapping per layer in the shader (default true).
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             */
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            bool isLayerOcclusionMappingEnabled() const { return mLayerParallaxOcclusionMappingEnabled; }
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            /** Whether to support specular mapping per layer in the shader (default true). 
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            */
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            bool isLayerSpecularMappingEnabled() const  { return mLayerSpecularMappingEnabled; }
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            /** Whether to support specular mapping per layer in the shader (default true). 
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            */
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            void setLayerSpecularMappingEnabled(bool enabled);
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            /** Whether to use PSSM support dynamic texture shadows, and if so the 
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                settings to use (default 0). 
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            */
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            void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup* pssmSettings);
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            /** Whether to use PSSM support dynamic texture shadows, and if so the 
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            settings to use (default 0). 
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            */
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            PSSMShadowCameraSetup* getReceiveDynamicShadowsPSSM() const { return mPSSM; }
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            void setLightmapEnabled(bool enabled) { mParent->setLightmapEnabled(enabled); }
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            void setCompositeMapEnabled(bool enabled) { mParent->setCompositeMapEnabled(enabled); }
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            void setReceiveDynamicShadowsEnabled(bool enabled) { mParent->setReceiveDynamicShadowsEnabled(enabled); }
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            void setReceiveDynamicShadowsLowLod(bool enabled) { mParent->setReceiveDynamicShadowsLowLod(enabled); }
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        private:
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            enum TechniqueType
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            {
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                HIGH_LOD,
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                LOW_LOD,
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                RENDER_COMPOSITE_MAP
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            };
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            bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
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            TerrainMaterialGeneratorA* mParent;
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            bool mLayerNormalMappingEnabled;
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            bool mLayerParallaxMappingEnabled;
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            bool mLayerParallaxOcclusionMappingEnabled;
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            bool mLayerSpecularMappingEnabled;
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            PSSMShadowCameraSetup* mPSSM;
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        };
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        /** Whether to support normal mapping per layer in the shader (default true).
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        */
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        void setLayerNormalMappingEnabled(bool enabled) { mActiveProfile->setLayerNormalMappingEnabled(enabled); }
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        /** Whether to support specular mapping per layer in the shader (default true).
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        */
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        void setLayerSpecularMappingEnabled(bool enabled) { mActiveProfile->setLayerSpecularMappingEnabled(enabled); }
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        /** Whether to support dynamic texture shadows received from other
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            objects, on the terrain (default true).
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        */
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        bool getReceiveDynamicShadowsEnabled() const  { return mReceiveDynamicShadows; }
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        /** Whether to support dynamic texture shadows received from other
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        objects, on the terrain (default true).
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        */
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        void setReceiveDynamicShadowsEnabled(bool enabled);
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        /** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
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        */
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        void setReceiveDynamicShadowsLowLod(bool enabled);
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        /** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
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        */
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        bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
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        bool isLightmapEnabled() const  { return mLightmapEnabled; }
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        /** Whether to use the composite map to provide a lower LOD technique
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        in the distance (default true).
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        */
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        void setCompositeMapEnabled(bool enabled);
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        bool isCompositeMapEnabled() const  { return mCompositeMapEnabled; }
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        /// Get the active profile
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        Profile* getActiveProfile() const override { return mActiveProfile.get(); }
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        bool isVertexCompressionSupported() const override { return true; }
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        void requestOptions(Terrain* terrain) override;
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        MaterialPtr generate(const Terrain* terrain) override { return mActiveProfile->generate(terrain); }
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        MaterialPtr generateForCompositeMap(const Terrain* terrain) override;
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        void setLightmapEnabled(bool enabled) override;
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        uint8 getMaxLayers(const Terrain* terrain) const override { return mActiveProfile->getMaxLayers(terrain); }
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        void updateParams(const MaterialPtr& mat, const Terrain* terrain) override;
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        void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain) override;
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    };
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    /** @} */
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    /** @} */
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}
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#endif
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