15 #ifndef OSGFX_BUMPMAPPING_
16 #define OSGFX_BUMPMAPPING_
18 #include <osgFX/Export>
19 #include <osgFX/Effect>
21 #include <osg/ref_ptr>
22 #include <osg/Texture2D>
49 "This effect makes surfaces appear bumpy. Children nodes must use two textures, "
50 "one for diffuse color and one for the normal map (which can be created "
51 "from a height map with tools like nVIDIA's normal map generator). Furthermore, "
52 "tangent-space basis vectors must be created and assigned to each Geometry; this "
53 "can be done quickly by calling BumpMapping::prepareChildren(). Note that both "
54 "diffuse and normal map textures must have corresponding UV maps defined in "
56 "This effect defines a preferred technique which uses ARB vertex & fragment "
57 "programs, and a fallback technique which doesn't use fragment programs. The "
58 "latter is more limited though since it can't handle ambient and specular "
65 inline int getLightNumber()
const;
68 inline void setLightNumber(
int n);
71 inline int getDiffuseTextureUnit()
const;
74 inline void setDiffuseTextureUnit(
int n);
77 inline int getNormalMapTextureUnit()
const;
80 inline void setNormalMapTextureUnit(
int n);
110 void prepareChildren();
119 bool define_techniques();
144 return _diffuse_unit;
166 return _diffuse_tex.
get();
171 return _diffuse_tex.
get();
176 _diffuse_tex = texture;
182 return _normal_tex.
get();
187 return _normal_tex.
get();
192 _normal_tex = texture;
void setLightNumber(int n)
BumpMapping & operator=(const BumpMapping &)
#define META_Effect(library, classname, effectname, effectdescription, effectauthor)
void setOverrideNormalMapTexture(osg::Texture2D *texture)
int getNormalMapTextureUnit() const
osg::Texture2D * getOverrideDiffuseTexture()
void setDiffuseTextureUnit(int n)
int getDiffuseTextureUnit() const
osg::Texture2D * getOverrideNormalMapTexture()
int getLightNumber() const
void setNormalMapTextureUnit(int n)
void setOverrideDiffuseTexture(osg::Texture2D *texture)