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openmw-tes3mp/components/terrain/storage.hpp

79 lines
3.5 KiB
C++

#ifndef COMPONENTS_TERRAIN_STORAGE_H
#define COMPONENTS_TERRAIN_STORAGE_H
#include <OgreAxisAlignedBox.h>
#include <OgreHardwareVertexBuffer.h>
namespace Terrain
{
struct LayerInfo
{
std::string mDiffuseMap;
std::string mNormalMap;
bool mParallax; // Height info in normal map alpha channel?
bool mSpecular; // Specular info in diffuse map alpha channel?
};
/// We keep storage of terrain data abstract here since we need different implementations for game and editor
class Storage
{
public:
virtual ~Storage() {}
public:
/// Get bounds of the whole terrain in cell units
virtual Ogre::AxisAlignedBox getBounds() = 0;
/// Get the minimum and maximum heights of a terrain chunk.
/// @note Should only be called for chunks <= 1 cell, i.e. leafs of the quad tree.
/// Larger chunks can simply merge AABB of children.
/// @param size size of the chunk in cell units
/// @param center center of the chunk in cell units
/// @param min min height will be stored here
/// @param max max height will be stored here
/// @return true if there was data available for this terrain chunk
virtual bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max) = 0;
/// Fill vertex buffers for a terrain chunk.
/// @param lodLevel LOD level, 0 = most detailed
/// @param size size of the terrain chunk in cell units
/// @param center center of the chunk in cell units
/// @param vertexBuffer buffer to write vertices
/// @param normalBuffer buffer to write vertex normals
/// @param colourBuffer buffer to write vertex colours
virtual void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center,
Ogre::HardwareVertexBufferSharedPtr vertexBuffer,
Ogre::HardwareVertexBufferSharedPtr normalBuffer,
Ogre::HardwareVertexBufferSharedPtr colourBuffer) = 0;
/// Create textures holding layer blend values for a terrain chunk.
/// @note The terrain chunk shouldn't be larger than one cell since otherwise we might
/// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
/// @param chunkSize size of the terrain chunk in cell units
/// @param chunkCenter center of the chunk in cell units
/// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) -
/// otherwise, each texture contains blend values for one layer only. Shader-based rendering
/// can utilize packing, FFP can't.
/// @param blendmaps created blendmaps will be written here
/// @param layerList names of the layer textures used will be written here
virtual void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
std::vector<Ogre::TexturePtr>& blendmaps,
std::vector<LayerInfo>& layerList) = 0;
virtual float getHeightAt (const Ogre::Vector3& worldPos) = 0;
virtual LayerInfo getDefaultLayer() = 0;
/// Get the transformation factor for mapping cell units to world units.
virtual float getCellWorldSize() = 0;
/// Get the number of vertices on one side for each cell. Should be (power of two)+1
virtual int getCellVertices() = 0;
};
}
#endif