Fillwave
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flf
models
MeshTerrain.h
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#pragma once
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/*
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Filip Wasil and Fillwave community members
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal 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 copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <flw/flf/models/Mesh.h>
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#include <flw/flf/models/base/Programmable.h>
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namespace
flw
{
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class
Engine;
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namespace
flf {
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class
MeshTerrain
:
public
Programmable
{
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public
:
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MeshTerrain
(
Engine
*engine,
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flc::Program
*program,
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std::function<
float
(
float
x,
float
y)> constructor,
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const
Material
& material,
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const
std::string& diffuseMapPath,
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const
std::string& normalMapPath,
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const
std::string& specularMapPath,
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GLuint radius,
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GLuint density = 8);
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MeshTerrain
(
Engine
*engine,
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flc::Program
*program,
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std::function<
float
(
float
x,
float
y)> constructor,
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const
Material
&material,
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flc::Texture2D
*diffuseMapPath,
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flc::Texture2D
*normalMapPath,
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flc::Texture2D
*specularMapPath,
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GLuint radius,
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GLuint density = 8);
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~
MeshTerrain
()
override
;
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void
initIBO(std::vector<GLuint> &indices, GLuint density);
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/* IDrawable */
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void
drawFR(
ICamera
&camera)
override
;
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void
drawPBRP(
ICamera
&camera)
override
;
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/* IRenderable */
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void
updateRenderer(
flc::IRenderer
&renderer)
override
;
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private
:
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LightSystem
&mLights;
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GLfloat mJumpStep;
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void
distanceCheck(
ICamera
&camera);
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};
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}
/* flf */
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}
/* flw */
flw
Definition:
Aliases.h:30
flw::Material
Per mesh material info.
Definition:
Material.h:32
flw::flc::IRenderer
Base for all renderers.
Definition:
IRenderer.h:42
flw::flf::MeshTerrain
Programmable to provide mesh terrain functionality.
Definition:
MeshTerrain.h:35
flw::flc::Texture2D
Single GLSL 2D Texture object.
Definition:
Texture2D.h:36
flw::Engine
Fillwave engine core.
Definition:
Engine.h:85
flw::flf::LightSystem
Light system knows about all light related stuff.
Definition:
LightSystem.h:40
flw::flc::Program
Single GLSL program object.
Definition:
Program.h:37
flw::ICamera
Stores camera view parameters.
Definition:
ICamera.h:32
flw::flf::Programmable
Entity for which is it possible to add/remove Effect objects.
Definition:
Programmable.h:34
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