TerrainSlotMapping
Description
- Derived from
Specifies the mapping from texture atlas samples to terrain material values.
To define a mapping, begin with Default and successively add the mappings you need. Mappings can be specified for the following terrain material values, which refer to the specular-glossiness PBR workflow (see IMaterial):
Terrain layer slot indices are expected to be in the range [0..SlotCount-1] or one of the special slot values: SlotBlack, SlotVertex. Component indices of texture atlas samples are expected to be in the range [0..3], referring to the red, green, blue and alpha channels, respectively. If a slot index and/or a component index is outside of its expected range, the default material value will be used.
Public / Constants
SlotCount
The maximum number of terrain layer slots.
Use SlotCountUsed to get the number terrain layer slots that are actually in use by any material mapping. The maximum slot is also limited by the number of texture atlases that have been configured for the terrain buffer, see TerrainBufferOptions.TextureAtlasCount.
- See also
Public / Methods
Albedo
Specifies the terrain material mapping for: albedo (sRGB).
The default material value is (1,1,1), i.e. opaque white.
- See also
Apply
Applies the mapping from texture atlas samples to terrain material values.
The X-component of each material slots (see parameters) refers to the texture sample of a terrain layer slot (see TerrainLayerTexture.Slot). The component indices refer to the X-, Y-, Z- or W-component of the texture sample (index values 0, 1, 2 and 3, respectively). Some material slots provide a scale factor and value offset, which are applied to the texture sample component: value = sample * factor + offset
Emissive
Specifies the terrain material mapping for: emissive light intensity (linear).
The default material value is 0, i.e. no emissive light.
- See also
Glossiness
Specifies the terrain material mapping for: gloss (linear).
The default material value is 0, i.e. no glossiness.
- See also
Normal
Specifies the terrain material mapping for: normal vector (linear).
Since the terrain is textured uniquely, there is no need to store normal vectors in tangent-space. Instead, normal vectors are stored in terrain-space. Thus, tangent and bitangent vectors are not required for unique terrain texturing.
The default material value is (0,1,0), i.e. pointing straight up for Geometry.Plane.
- See also
Occlusion
Specifies the terrain material mapping for: ambient occlusion (linear).
The default material value is 1, i.e. no ambient occlusion resp. full ambient lighting.
- See also
Opacity
Specifies the terrain material mapping for: opacity (linear).
The default material value is 1, i.e. fully opaque.
- See also
Public / Attributes
SlotCountUsed
Returns the number of used texture slots.
A texture slot is used if it is mapped to a texture source (that is, not one of SlotBlack and SlotVertex).
- See also