refactored loading of land data

sceneinput
Marc Zinnschlag 9 years ago
parent b3fdf92d2b
commit 69b9eadb52

@ -841,19 +841,13 @@ void Record<ESM::Land>::print()
std::cout << " Flags: " << landFlags(mData.mFlags) << std::endl;
std::cout << " DataTypes: " << mData.mDataTypes << std::endl;
// Seems like this should done with reference counting in the
// loader to me. But I'm not really knowledgable about this
// record type yet. --Cory
bool wasLoaded = (mData.mDataLoaded != 0);
if (mData.mDataTypes) mData.loadData(mData.mDataTypes);
if (mData.mDataLoaded)
{
std::cout << " Height Offset: " << mData.mLandData->mHeightOffset << std::endl;
if (const ESM::Land::LandData *data = mData.getLandData (mData.mDataTypes))
{
std::cout << " Height Offset: " << data->mHeightOffset << std::endl;
// Lots of missing members.
std::cout << " Unknown1: " << mData.mLandData->mUnk1 << std::endl;
std::cout << " Unknown2: " << mData.mLandData->mUnk2 << std::endl;
std::cout << " Unknown1: " << data->mUnk1 << std::endl;
std::cout << " Unknown2: " << data->mUnk2 << std::endl;
}
if (!wasLoaded) mData.unloadData();
}
template<>

@ -421,8 +421,9 @@ void CSMDoc::WriteLandCollectionStage::perform (int stage, Messages& messages)
mState.getWriter().startRecord (record.mLand->sRecordId);
record.mLand->save (mState.getWriter());
if(record.mLand->mLandData)
record.mLand->mLandData->save (mState.getWriter());
if (const ESM::Land::LandData *data = record.mLand->getLandData (record.mLand->mDataTypes))
data->save (mState.getWriter());
mState.getWriter().endRecord (record.mLand->sRecordId);
}

@ -130,7 +130,7 @@ void CSMTools::ListLandTexturesMergeStage::perform (int stage, CSMDoc::Messages&
land.loadData (ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML |
ESM::Land::DATA_VCLR | ESM::Land::DATA_VTEX | ESM::Land::DATA_WNAM);
if (land.mLandData && land.mDataLoaded & ESM::Land::DATA_VTEX)
if (const ESM::Land::LandData *data = land.getLandData (ESM::Land::DATA_VTEX))
{
// list texture indices
std::pair<uint16_t, int> key;
@ -138,7 +138,7 @@ void CSMTools::ListLandTexturesMergeStage::perform (int stage, CSMDoc::Messages&
for (int i=0; i<ESM::Land::LAND_NUM_TEXTURES; ++i)
{
key.first = land.mLandData->mTextures[i];
key.first = data->mTextures[i];
mState.mTextureIndices[key] = -1;
}

@ -156,6 +156,9 @@ namespace MWRender
land->loadData(mask);
}
const ESM::Land::LandData *landData =
land ? land->getLandData (ESM::Land::DATA_WNAM) : 0;
for (int cellY=0; cellY<mCellSize; ++cellY)
{
for (int cellX=0; cellX<mCellSize; ++cellX)
@ -163,15 +166,14 @@ namespace MWRender
int vertexX = static_cast<int>(float(cellX)/float(mCellSize) * 9);
int vertexY = static_cast<int>(float(cellY) / float(mCellSize) * 9);
int texelX = (x-mMinX) * mCellSize + cellX;
int texelY = (mHeight-1) - ((y-mMinY) * mCellSize + cellY);
unsigned char r,g,b;
float y = 0;
if (land && land->mDataTypes & ESM::Land::DATA_WNAM)
y = (land->mLandData->mWnam[vertexY * 9 + vertexX] << 4) / 2048.f;
if (landData)
y = (landData->mWnam[vertexY * 9 + vertexX] << 4) / 2048.f;
else
y = (SCHAR_MIN << 4) / 2048.f;
if (y < 0)

@ -250,9 +250,9 @@ namespace MWWorld
// Actually only VHGT is needed here, but we'll need the rest for rendering anyway.
// Load everything now to reduce IO overhead.
const int flags = ESM::Land::DATA_VCLR|ESM::Land::DATA_VHGT|ESM::Land::DATA_VNML|ESM::Land::DATA_VTEX;
if (!land->isDataLoaded(flags))
land->loadData(flags);
mPhysics->addHeightField (land->mLandData->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(),
const ESM::Land::LandData *data = land->getLandData (flags);
mPhysics->addHeightField (data->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(),
worldsize / (verts-1), verts);
}
}

@ -10,7 +10,7 @@ namespace ESM
{
unsigned int Land::sRecordId = REC_LAND;
void Land::LandData::save(ESMWriter &esm)
void Land::LandData::save(ESMWriter &esm) const
{
if (mDataTypes & Land::DATA_VNML) {
esm.writeHNT("VNML", mNormals, sizeof(mNormals));
@ -55,7 +55,7 @@ void Land::LandData::save(ESMWriter &esm)
}
}
void Land::LandData::transposeTextureData(uint16_t *in, uint16_t *out)
void Land::LandData::transposeTextureData(const uint16_t *in, uint16_t *out)
{
int readPos = 0; //bit ugly, but it works
for ( int y1 = 0; y1 < 4; y1++ )
@ -139,7 +139,7 @@ void Land::save(ESMWriter &esm) const
esm.writeHNT("DATA", mFlags);
}
void Land::loadData(int flags)
void Land::loadData(int flags) const
{
// Try to load only available data
flags = flags & mDataTypes;
@ -201,7 +201,7 @@ void Land::unloadData()
}
}
bool Land::condLoad(int flags, int dataFlag, void *ptr, unsigned int size)
bool Land::condLoad(int flags, int dataFlag, void *ptr, unsigned int size) const
{
if ((mDataLoaded & dataFlag) == 0 && (flags & dataFlag) != 0) {
mEsm->getHExact(ptr, size);
@ -242,4 +242,18 @@ bool Land::isDataLoaded(int flags) const
std::swap (mDataLoaded, land.mDataLoaded);
std::swap (mLandData, land.mLandData);
}
const Land::LandData *Land::getLandData (int flags) const
{
if (!(flags & mDataTypes))
return 0;
loadData (flags);
return mLandData;
}
const Land::LandData *Land::getLandData() const
{
return mLandData;
}
}

@ -35,7 +35,6 @@ struct Land
ESM_Context mContext;
int mDataTypes;
int mDataLoaded;
enum
{
@ -91,12 +90,10 @@ struct Land
short mUnk1;
uint8_t mUnk2;
void save(ESMWriter &esm);
static void transposeTextureData(uint16_t *in, uint16_t *out);
void save(ESMWriter &esm) const;
static void transposeTextureData(const uint16_t *in, uint16_t *out);
};
LandData *mLandData;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
@ -105,7 +102,7 @@ struct Land
/**
* Actually loads data
*/
void loadData(int flags);
void loadData(int flags) const;
/**
* Frees memory allocated for land data
@ -122,12 +119,24 @@ struct Land
void swap (Land& land);
/// Return land data with at least the data types specified in \a flags loaded (if they
/// are available). Will return a 0-pointer if there is no data for any of the
/// specified types.
const LandData *getLandData (int flags) const;
/// Return land data without loading first anything. Can return a 0-pointer.
const LandData *getLandData() const;
private:
/// Loads data and marks it as loaded
/// \return true if data is actually loaded from file, false otherwise
/// including the case when data is already loaded
bool condLoad(int flags, int dataFlag, void *ptr, unsigned int size);
bool condLoad(int flags, int dataFlag, void *ptr, unsigned int size) const;
mutable int mDataLoaded;
mutable LandData *mLandData;
};
}

@ -18,6 +18,14 @@ namespace ESMTerrain
{
}
const ESM::Land::LandData *Storage::getLandData (int cellX, int cellY, int flags)
{
if (const ESM::Land *land = getLand (cellX, cellY))
return land->getLandData (flags);
return 0;
}
bool Storage::getMinMaxHeights(float size, const osg::Vec2f &center, float &min, float &max)
{
assert (size <= 1 && "Storage::getMinMaxHeights, chunk size should be <= 1 cell");
@ -32,17 +40,15 @@ namespace ESMTerrain
int cellX = static_cast<int>(origin.x());
int cellY = static_cast<int>(origin.y());
const ESM::Land* land = getLand(cellX, cellY);
if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
return false;
if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VHGT))
{
min = std::numeric_limits<float>::max();
max = -std::numeric_limits<float>::max();
for (int row=0; row<ESM::Land::LAND_SIZE; ++row)
{
for (int col=0; col<ESM::Land::LAND_SIZE; ++col)
{
float h = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE+row];
float h = data->mHeights[col*ESM::Land::LAND_SIZE+row];
if (h > max)
max = h;
if (h < min)
@ -52,6 +58,9 @@ namespace ESMTerrain
return true;
}
return false;
}
void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row)
{
while (col >= ESM::Land::LAND_SIZE-1)
@ -74,12 +83,12 @@ namespace ESMTerrain
--cellX;
row += ESM::Land::LAND_SIZE-1;
}
const ESM::Land* land = getLand(cellX, cellY);
if (land && land->mDataTypes&ESM::Land::DATA_VNML)
if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VNML))
{
normal.x() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalize();
}
else
@ -109,12 +118,12 @@ namespace ESMTerrain
++cellX;
row = 0;
}
const ESM::Land* land = getLand(cellX, cellY);
if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VCLR))
{
color.r() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
}
else
{
@ -158,9 +167,9 @@ namespace ESMTerrain
float vertX_ = 0; // of current cell corner
for (int cellX = startX; cellX < startX + std::ceil(size); ++cellX)
{
const ESM::Land* land = getLand(cellX, cellY);
if (land && !(land->mDataTypes&ESM::Land::DATA_VHGT))
land = NULL;
const ESM::Land::LandData *heightData = getLandData (cellX, cellY, ESM::Land::DATA_VHGT);
const ESM::Land::LandData *normalData = getLandData (cellX, cellY, ESM::Land::DATA_VNML);
const ESM::Land::LandData *colourData = getLandData (cellX, cellY, ESM::Land::DATA_VCLR);
int rowStart = 0;
int colStart = 0;
@ -177,20 +186,22 @@ namespace ESMTerrain
vertX = vertX_;
for (int row=rowStart; row<ESM::Land::LAND_SIZE; row += increment)
{
int arrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
float height = -2048;
if (land)
height = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE + row];
if (heightData)
height = heightData->mHeights[col*ESM::Land::LAND_SIZE + row];
(*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
= osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * 8192,
(vertY / float(numVerts - 1) - 0.5f) * size * 8192,
height);
if (land && land->mDataTypes&ESM::Land::DATA_VNML)
if (normalData)
{
normal.x() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
for (int i=0; i<3; ++i)
normal[i] = normalData->mNormals[arrayIndex+i];
normal.normalize();
}
else
@ -208,11 +219,10 @@ namespace ESMTerrain
(*normals)[static_cast<unsigned int>(vertX*numVerts + vertY)] = normal;
if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
if (colourData)
{
color.r() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
for (int i=0; i<3; ++i)
color[i] = colourData->mColours[arrayIndex+i] / 255.f;
}
else
{
@ -262,13 +272,12 @@ namespace ESMTerrain
assert(x<ESM::Land::LAND_TEXTURE_SIZE);
assert(y<ESM::Land::LAND_TEXTURE_SIZE);
const ESM::Land* land = getLand(cellX, cellY);
if (land && (land->mDataTypes&ESM::Land::DATA_VTEX))
if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VTEX))
{
int tex = land->mLandData->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
int tex = data->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
if (tex == 0)
return std::make_pair(0,0); // vtex 0 is always the base texture, regardless of plugin
return std::make_pair(tex, land->mPlugin);
return std::make_pair(tex, getLand (cellX, cellY)->mPlugin);
}
else
return std::make_pair(0,0);
@ -447,7 +456,7 @@ namespace ESMTerrain
{
assert(x < ESM::Land::LAND_SIZE);
assert(y < ESM::Land::LAND_SIZE);
return land->mLandData->mHeights[y * ESM::Land::LAND_SIZE + x];
return land->getLandData()->mHeights[y * ESM::Land::LAND_SIZE + x];
}
Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)

@ -27,6 +27,11 @@ namespace ESMTerrain
public:
Storage(const VFS::Manager* vfs);
/// Data is loaded first, if necessary. Will return a 0-pointer if there is no data for
/// any of the data types specified via \a flags. Will also return a 0-pointer if there
/// is no land record for the coordinates \a cellX / \a cellY.
const ESM::Land::LandData *getLandData (int cellX, int cellY, int flags);
// Not implemented in this class, because we need different Store implementations for game and editor
/// Get bounds of the whole terrain in cell units
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) = 0;

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