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diff --git a/dep/include/g3dlite/G3D/BumpMapPreprocess.h b/dep/include/g3dlite/G3D/BumpMapPreprocess.h
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--- a/dep/include/g3dlite/G3D/BumpMapPreprocess.h
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@@ -1,61 +0,0 @@
-/**
- \file BumpMapPreprocess.h
-
- \maintainer Morgan McGuire, http://graphics.cs.williams.edu
-
- \created 2010-01-28
- \edited 2010-01-28
-
- Copyright 2000-2010, Morgan McGuire.
- All rights reserved.
- */
-
-#ifndef G3D_BumpMapPreprocess_h
-#define G3D_BumpMapPreprocess_h
-
-#include "G3D/platform.h"
-
-namespace G3D {
-class Any;
-
-/**
-Not in the BumpMap class to avoid a circular dependency between Texture and BumpMap.
-G3D::GImage::computeNormalMap().
-*/
-class BumpMapPreprocess {
-public:
-
- /** If true, the elevations are box filtered after computing normals
- and before uploading, which produces better results for parallax offset mapping
- Defaults to false. */
- bool lowPassFilter;
-
- /** Height of the maximum ("white") value, in pixels, for the purpose of computing normals.
- A value of 255 means that a 255 x 255 bump image with a full black-to-white gradient
- will produce a 45-degree ramp (this also results in "cubic" voxels).
- A negative value means to set zExtentPixels to -zExtentPixels * max(width, height).
- The default is -0.02.
- */
- float zExtentPixels;
-
- /** After computing normals, scale the height by |N.z|, a trick that reduces texture swim in steep areas for parallax offset
- mapping. Defaults to false.*/
- bool scaleZByNz;
-
- BumpMapPreprocess() : lowPassFilter(false), zExtentPixels(-0.02f), scaleZByNz(false) {}
-
- BumpMapPreprocess(const Any& any);
-
- operator Any() const;
-
- bool operator==(const BumpMapPreprocess& other) const {
- return
- (lowPassFilter == other.lowPassFilter) &&
- (zExtentPixels == other.zExtentPixels) &&
- (scaleZByNz == other.scaleZByNz);
- }
-};
-
-}
-
-#endif