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Brush.h from NeoEngineNG at Krugle


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// Demeter Terrain Visualization Library by Clay Fowler
// Copyright (C) 2002 Clay Fowler

// $ID$

/*
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
Library General Public License for more details.

You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA  02111-1307, USA.
*/

#ifndef _BRUSH_H_
#define _BRUSH_H_

#ifdef _WIN32
#ifdef TERRAIN_EXPORTS
#define BRUSH_API __declspec(dllexport)
#else
//#define BRUSH_API __declspec(dllimport)
#define BRUSH_API
#endif
#else
#define BRUSH_API
#endif

#include "Demeter/Terrain.h"

/// \brief The Demeter Terrain Engine.
namespace Demeter
{
	/// \brief A "brush" that can be used to paint detail texture "splats" on a Terrain object's surface.

	/// This one simple example of how a brush can be implemented. This brush paints in a circular pattern, with
	/// opaque texture at the center of the splat and decreasing opaqueness as you move along the radius to the outside
	/// of the circle. You may derive from this class to create brushed of other shapes and behaviors for detail painting.
	class BRUSH_API Brush
	{
	      public:
		Brush(int width);
		virtual ~Brush();
		void SetWidth(int width);
		virtual void SetErase(bool bErase);
		virtual void SetIntensity(float intensity);
		virtual void SetMaxIntensity(float maxIntensity);
		virtual void Paint(Terrain * pTerrain, int detailTextureIndex, float x, float y);
	      private:
		void Paint(Terrain * pTerrain, int detailTextureIndex, int cellX, int cellY, int x, int y);
		void BuildBuffer();
		unsigned char *m_pBuffer;
		int m_Width;
		float m_Intensity;
		float m_MaxIntensity;
		bool m_bErase;
	};
}

#endif




See more files for this project here

NeoEngineNG

NeoenEngine NG (Next Generation) is the evolution of neoengine one,it\'s a different development from NeoEngine2, it\'s a direct inherits from NeoEngine one.\n

Project homepage: http://sourceforge.net/projects/neoengineng
Programming language(s): C,C++
License: other

  BitArray.h
  Box.h
  Brush.h
  Demeter.h
  DemeterConfig.h
  DemeterConfig.h.in
  DemeterDrawable.h
  DemeterException.h
  DetailTexture.h
  GDALElevationLoader.h
  Globals.h
  ImageLoader.h
  Loader.h
  OGLSL.h
  Plane.h
  Ray.h
  SDLTextureLoader.h
  Settings.h
  Shader.h
  SkyBox.h
  SkyBoxDrawable.h
  StdAfx.h
  Terrain.h
  TerrainBlock.h
  TerrainLattice.h
  TerrainLoadListener.h
  TerrainVertex.h
  Texture.h
  TextureCell.h
  TextureSet.h
  Triangle.h
  Vector.h
  config.h