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cellgenerator.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
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9  The Mezzanine Engine is distributed in the hope that it will be useful,
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15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
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17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
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40 /*
41  -----------------------------------------------------------------------------
42  This source file is part of ogre-procedural
43 
44  For the latest info, see http://code.google.com/p/ogre-procedural/
45 
46  Copyright (c) 2010-2013 Michael Broutin
47 
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49  of this software and associated documentation files (the "Software"), to deal
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58  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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64  THE SOFTWARE.
65  -----------------------------------------------------------------------------
66  */
67 #ifndef _graphicsproceduralcellgenerator_h
68 #define _graphicsproceduralcellgenerator_h
69 
70 #include "Graphics/Procedural/Texture/texturegenerator.h"
71 
72 namespace Mezzanine
73 {
74  namespace Graphics
75  {
76  namespace Procedural
77  {
78  ///////////////////////////////////////////////////////////////////////////////
79  /// @brief Create a texture consisting of cells aligned in a grid, or a chessboard.
80  /// @details Cells can be irregular. If considered bump map, they have pyramid form.
81  ///////////////////////////////////////
83  {
84  public:
85  /// @brief An enum to describe how the cells are layed out.
86  enum CellMode
87  {
88  CM_Grid, ///< Cells are layed out in a normal grid pattern with their centers coloured in according to the set CellPattern.
89  CM_Chessboard ///< Cells are layed out in a normal grid pattern, but will alternate the cell colour and background colour with each successive cell.
90  };
91  /// @brief An enum to describe how the cells are coloured.
93  {
94  CP_Both, ///< Combines CP_Cross and CP_Cone
95  CP_Cross, ///< Colours in the centers of each cell such that there is a cross connecting each of the four corners with increasing colour intensity towards the middle.
96  CP_Cone ///< Colours in the centers of each cell such that there is a circle in the middle with increasing colour intensity towards the middle.
97  };
98  protected:
99  /// @internal
100  /// @brief The colour of the interior of the cells generated.
102  /// @internal
103  /// @brief The seed to be used for the random number generator.
105  /// @internal
106  /// @brief A value between 1 and 255 that determines how uniform the cells are.
108  /// @internal
109  /// @brief The number of oclumns and rows of cells to be generated.
111  /// @internal
112  /// @brief Describes how the cells are layed out.
114  /// @internal
115  /// @brief Describes how the cells are coloured.
117  public:
118  /// @brief Class constructor.
119  CellGenerator();
120  /// @brief Class destructor.
121  virtual ~CellGenerator();
122 
123  ///////////////////////////////////////////////////////////////////////////////
124  // Utility
125 
126  /// @copydoc TextureGenerator::AddToTextureBuffer(TextureBuffer&) const
127  virtual void AddToTextureBuffer(TextureBuffer& Buffer) const;
128  /// @copydoc TextureGenerator::GetName() const
129  virtual String GetName() const;
130 
131  ///////////////////////////////////////////////////////////////////////////////
132  // Configuration
133 
134  /// @brief Sets the colour of the interior of the cells.
135  /// @param Colour The colour of the interior of the cells generated.
136  /// @return Returns a reference to this.
137  CellGenerator& SetColour(const ColourValue& Colour);
138  /// @brief Sets the colour of the interior of the cells.
139  /// @param Red The Red component for the cell top colour. Range: [0.0, 1.0].
140  /// @param Green The Green component for the cell top colour. Range: [0.0, 1.0].
141  /// @param Blue The Blue component for the cell top colour. Range: [0.0, 1.0].
142  /// @param Alpha The Alpha component for the cell top colour. Range: [0.0, 1.0].
143  /// @return Returns a reference to this.
144  CellGenerator& SetColour(const Real Red, const Real Green, const Real Blue, const Real Alpha = 1.0);
145  /// @brief Sets the seed for the "random" number generator.
146  /// @param Seed The seed value for the random number generator. Initial Value: 5120.
147  /// @return Returns a reference to this.
148  CellGenerator& SetSeed(const Whole Seed);
149  /// @brief Set the regularity of texture.
150  /// @remarks The maximum value of 255 creates identical cells. The minimum 0 creates random forms for each cells.
151  /// @param Regularity A value between 1 and 255 that determines how uniform the cells are. Initial Value: 128.
152  /// @return Returns a reference to this.
153  CellGenerator& SetRegularity(const UInt8 Regularity);
154  /// @brief Set the density of cells in texture.
155  /// @remarks This number needs to be > 0.
156  /// @param Density The number of oclumns and rows of cells to be generated. Initial Value: 8.
157  /// @return Returns a reference to this.
158  CellGenerator& SetDensity(const Whole Density);
159  /// @brief Set the cell mode of texture.
160  /// @param Mode The mode describing how the cells will be layed out. Initial Value: CM_Grid.
161  /// @return Returns a reference to this.
162  CellGenerator& SetMode(const CellMode Mode);
163  /// @brief Set the cell pattern of texture.
164  /// @param Pattern The pattern describing how the cells will be coloured. Initial Value: CP_Both.
165  /// @return Returns a reference to this.
166  CellGenerator& SetPattern(const CellPattern Pattern);
167  };//CellGenerator
168  }//Procedural
169  }//Graphics
170 }//Mezzanine
171 
172 #endif
Colours in the centers of each cell such that there is a cross connecting each of the four corners wi...
Definition: cellgenerator.h:95
Cells are layed out in a normal grid pattern with their centers coloured in according to the set Cell...
Definition: cellgenerator.h:88
ColourValue GenColour
The colour of the interior of the cells generated.
CellMode GenMode
Describes how the cells are layed out.
Whole GenSeed
The seed to be used for the random number generator.
uint8_t UInt8
An 8-bit unsigned integer.
Definition: datatypes.h:118
This is a simple class for holding 4 reals representing the colour any give object or lightsource can...
Definition: colourvalue.h:64
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
CellPattern GenPattern
Describes how the cells are coloured.
CellMode
An enum to describe how the cells are layed out.
Definition: cellgenerator.h:86
CellPattern
An enum to describe how the cells are coloured.
Definition: cellgenerator.h:92
Create a texture consisting of cells aligned in a grid, or a chessboard.
Definition: cellgenerator.h:82
A convenience buffer that stores pixel colour values of a texture to be generated.
Definition: texturebuffer.h:86
#define MEZZ_LIB
Some platforms require special decorations to denote what is exported/imported in a share library...
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
unsigned long Whole
Whole is an unsigned integer, it will be at least 32bits in size.
Definition: datatypes.h:151
Whole GenDensity
The number of oclumns and rows of cells to be generated.
Whole GenRegularity
A value between 1 and 255 that determines how uniform the cells are.
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159
A base class for texture generators that use the TextureBuffer class.