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openmw-tes3mp/components/terrain/storage.hpp

87 lines
4.0 KiB
C++

#ifndef COMPONENTS_TERRAIN_STORAGE_H
#define COMPONENTS_TERRAIN_STORAGE_H
#include <vector>
#include <osg/Vec2f>
#include <osg/Vec3f>
#include <osg/ref_ptr>
#include <osg/Array>
#include "defs.hpp"
namespace osg
{
class Image;
}
namespace Terrain
{
/// We keep storage of terrain data abstract here since we need different implementations for game and editor
/// @note The implementation must be thread safe.
class Storage
{
public:
virtual ~Storage() {}
public:
/// 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) = 0;
/// 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 returned colors need to be in render-system specific format! Use RenderSystem::convertColourValue.
/// @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<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4Array> colours) = 0;
typedef std::vector<osg::ref_ptr<osg::Image> > ImageVector;
/// 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. Make sure to only call thread-safe functions from here!
/// @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<LayerInfo>& layerList) = 0;
virtual float getHeightAt (const osg::Vec3f& worldPos) = 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;
virtual int getBlendmapScale(float chunkSize) = 0;
};
}
#endif