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#ifndef COMPONENTS_ESM_TERRAIN_STORAGE_H
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#define COMPONENTS_ESM_TERRAIN_STORAGE_H
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#include <OpenThreads/Mutex>
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#include <components/terrain/storage.hpp>
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#include <components/esm/loadland.hpp>
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#include <components/esm/loadltex.hpp>
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namespace VFS
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{
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class Manager;
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}
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namespace ESMTerrain
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{
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class LandCache;
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/// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is still in use
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class LandObject : public osg::Object
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{
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public:
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LandObject();
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LandObject(const ESM::Land* land, int loadFlags);
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LandObject(const LandObject& copy, const osg::CopyOp& copyop);
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virtual ~LandObject();
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META_Object(ESMTerrain, LandObject)
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const ESM::Land::LandData* getData(int flags) const;
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int getPlugin() const;
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private:
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const ESM::Land* mLand;
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int mLoadFlags;
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ESM::Land::LandData mData;
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};
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/// @brief Feeds data from ESM terrain records (ESM::Land, ESM::LandTexture)
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/// into the terrain component, converting it on the fly as needed.
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class Storage : public Terrain::Storage
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{
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public:
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Storage(const VFS::Manager* vfs, const std::string& normalMapPattern = "", const std::string& normalHeightMapPattern = "", bool autoUseNormalMaps = false, const std::string& specularMapPattern = "", bool autoUseSpecularMaps = false);
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// Not implemented in this class, because we need different Store implementations for game and editor
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virtual osg::ref_ptr<const LandObject> getLand (int cellX, int cellY)= 0;
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virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
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/// Get bounds of the whole terrain in cell units
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virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) = 0;
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/// Get the minimum and maximum heights of a terrain region.
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/// @note Will only be called for chunks with size = minBatchSize, i.e. leafs of the quad tree.
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/// Larger chunks can simply merge AABB of children.
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/// @param size size of the chunk in cell units
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/// @param center center of the chunk in cell units
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/// @param min min height will be stored here
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/// @param max max height will be stored here
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/// @return true if there was data available for this terrain chunk
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virtual bool getMinMaxHeights (float size, const osg::Vec2f& center, float& min, float& max);
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/// Fill vertex buffers for a terrain chunk.
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/// @note May be called from background threads. Make sure to only call thread-safe functions from here!
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/// @note Vertices should be written in row-major order (a row is defined as parallel to the x-axis).
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/// The specified positions should be in local space, i.e. relative to the center of the terrain chunk.
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/// @param lodLevel LOD level, 0 = most detailed
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/// @param size size of the terrain chunk in cell units
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/// @param center center of the chunk in cell units
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/// @param positions buffer to write vertices
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/// @param normals buffer to write vertex normals
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/// @param colours buffer to write vertex colours
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virtual void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
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osg::ref_ptr<osg::Vec3Array> positions,
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osg::ref_ptr<osg::Vec3Array> normals,
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osg::ref_ptr<osg::Vec4Array> colours);
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/// Create textures holding layer blend values for a terrain chunk.
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/// @note The terrain chunk shouldn't be larger than one cell since otherwise we might
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/// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
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/// @note May be called from background threads.
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/// @param chunkSize size of the terrain chunk in cell units
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/// @param chunkCenter center of the chunk in cell units
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/// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) -
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/// otherwise, each texture contains blend values for one layer only. Shader-based rendering
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/// can utilize packing, FFP can't.
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/// @param blendmaps created blendmaps will be written here
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/// @param layerList names of the layer textures used will be written here
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virtual void getBlendmaps (float chunkSize, const osg::Vec2f& chunkCenter, bool pack,
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ImageVector& blendmaps,
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std::vector<Terrain::LayerInfo>& layerList);
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virtual float getHeightAt (const osg::Vec3f& worldPos);
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virtual Terrain::LayerInfo getDefaultLayer();
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/// Get the transformation factor for mapping cell units to world units.
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virtual float getCellWorldSize();
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/// Get the number of vertices on one side for each cell. Should be (power of two)+1
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virtual int getCellVertices();
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virtual int getBlendmapScale(float chunkSize);
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private:
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const VFS::Manager* mVFS;
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void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row, LandCache& cache);
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void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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float getVertexHeight (const ESM::Land::LandData* data, int x, int y);
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const LandObject* getLand(int cellX, int cellY, LandCache& cache);
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// Since plugins can define new texture palettes, we need to know the plugin index too
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// in order to retrieve the correct texture name.
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// pair <texture id, plugin id>
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typedef std::pair<short, short> UniqueTextureId;
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UniqueTextureId getVtexIndexAt(int cellX, int cellY,
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int x, int y, LandCache&);
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std::string getTextureName (UniqueTextureId id);
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std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
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OpenThreads::Mutex mLayerInfoMutex;
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std::string mNormalMapPattern;
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std::string mNormalHeightMapPattern;
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bool mAutoUseNormalMaps;
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std::string mSpecularMapPattern;
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bool mAutoUseSpecularMaps;
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Terrain::LayerInfo getLayerInfo(const std::string& texture);
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};
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}
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#endif
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