Show Brush.h syntax highlighted
// 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
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