#ifndef COMPONENTS_ESM_TERRAIN_STORAGE_H #define COMPONENTS_ESM_TERRAIN_STORAGE_H #include #include #include #include namespace VFS { class Manager; } namespace ESMTerrain { /// @brief Feeds data from ESM terrain records (ESM::Land, ESM::LandTexture) /// into the terrain component, converting it on the fly as needed. class Storage : public Terrain::Storage { private: // Not implemented in this class, because we need different Store implementations for game and editor virtual const ESM::Land* getLand (int cellX, int cellY)= 0; virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0; public: Storage(const VFS::Manager* vfs, const std::string& normalMapPattern = "", const std::string& normalHeightMapPattern = "", bool autoUseNormalMaps = false, const std::string& specularMapPattern = "", bool autoUseSpecularMaps = false); /// 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; /// Get the minimum and maximum heights of a terrain region. /// @note Will only be called for chunks with size = minBatchSize, 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 osg::Vec2f& center, float& min, float& max); /// Fill vertex buffers for a terrain chunk. /// @note May be called from background threads. Make sure to only call thread-safe functions from here! /// @note Vertices should be written in row-major order (a row is defined as parallel to the x-axis). /// The specified positions should be in local space, i.e. relative to the center of the 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 positions buffer to write vertices /// @param normals buffer to write vertex normals /// @param colours buffer to write vertex colours virtual void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center, osg::ref_ptr positions, osg::ref_ptr normals, osg::ref_ptr colours); /// 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. /// @note May be called from background threads. /// @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 osg::Vec2f& chunkCenter, bool pack, ImageVector& blendmaps, std::vector& layerList); virtual float getHeightAt (const osg::Vec3f& worldPos); virtual Terrain::LayerInfo getDefaultLayer(); /// Get the transformation factor for mapping cell units to world units. virtual float getCellWorldSize(); /// Get the number of vertices on one side for each cell. Should be (power of two)+1 virtual int getCellVertices(); private: const VFS::Manager* mVFS; void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row); void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row); void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row); float getVertexHeight (const ESM::Land* land, int x, int y); // Since plugins can define new texture palettes, we need to know the plugin index too // in order to retrieve the correct texture name. // pair typedef std::pair UniqueTextureId; UniqueTextureId getVtexIndexAt(int cellX, int cellY, int x, int y); std::string getTextureName (UniqueTextureId id); std::map mLayerInfoMap; OpenThreads::Mutex mLayerInfoMutex; std::string mNormalMapPattern; std::string mNormalHeightMapPattern; bool mAutoUseNormalMaps; std::string mSpecularMapPattern; bool mAutoUseSpecularMaps; Terrain::LayerInfo getLayerInfo(const std::string& texture); }; } #endif