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openmw-tes3mp/components/esm/loadland.hpp

173 lines
4.7 KiB
C++

#ifndef OPENMW_ESM_LAND_H
#define OPENMW_ESM_LAND_H
#include <stdint.h>
#include <OpenThreads/Mutex>
#include "esmcommon.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
/*
* Landscape data.
*/
struct Land
{
static unsigned int sRecordId;
/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
static std::string getRecordType() { return "Land"; }
Land();
~Land();
int mFlags; // Only first four bits seem to be used, don't know what
// they mean.
int mX, mY; // Map coordinates.
int mPlugin; // Plugin index, used to reference the correct material palette.
// File context. This allows the ESM reader to be 'reset' to this
// location later when we are ready to load the full data set.
ESM_Context mContext;
int mDataTypes;
enum
{
DATA_VNML = 1,
DATA_VHGT = 2,
DATA_WNAM = 4,
DATA_VCLR = 8,
DATA_VTEX = 16
};
// default height to use in case there is no Land record
static const int DEFAULT_HEIGHT = -2048;
// number of vertices per side
static const int LAND_SIZE = 65;
// cell terrain size in world coords
static const int REAL_SIZE = 8192;
// total number of vertices
static const int LAND_NUM_VERTS = LAND_SIZE * LAND_SIZE;
static const int HEIGHT_SCALE = 8;
//number of textures per side of land
static const int LAND_TEXTURE_SIZE = 16;
//total number of textures per land
static const int LAND_NUM_TEXTURES = LAND_TEXTURE_SIZE * LAND_TEXTURE_SIZE;
#pragma pack(push,1)
struct VHGT
{
float mHeightOffset;
int8_t mHeightData[LAND_NUM_VERTS];
short mUnk1;
char mUnk2;
};
#pragma pack(pop)
typedef signed char VNML;
struct LandData
{
// Initial reference height for the first vertex, only needed for filling mHeights
float mHeightOffset;
// Height in world space for each vertex
float mHeights[LAND_NUM_VERTS];
// 24-bit normals, these aren't always correct though. Edge and corner normals may be garbage.
VNML mNormals[LAND_NUM_VERTS * 3];
// 2D array of texture indices. An index can be used to look up an ESM::LandTexture,
// but to do so you must subtract 1 from the index first!
// An index of 0 indicates the default texture.
uint16_t mTextures[LAND_NUM_TEXTURES];
// 24-bit RGB color for each vertex
unsigned char mColours[3 * LAND_NUM_VERTS];
// DataTypes available in this LandData, accessing data that is not available is an undefined operation
int mDataTypes;
// low-LOD heightmap (used for rendering the global map)
signed char mWnam[81];
// ???
short mUnk1;
uint8_t mUnk2;
void save(ESMWriter &esm) const;
static void transposeTextureData(const uint16_t *in, uint16_t *out);
};
void load(ESMReader &esm, bool &isDeleted);
void save(ESMWriter &esm, bool isDeleted = false) const;
void blank() {}
/**
* Actually loads data
*/
void loadData(int flags) const;
/**
* Frees memory allocated for land data
*/
void unloadData();
/// Check if given data type is loaded
/// @note We only check data types that *can* be loaded (present in mDataTypes)
bool isDataLoaded(int flags) const;
Land (const Land& land);
Land& operator= (Land 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;
/// Return land data without loading first anything. Can return a 0-pointer.
LandData *getLandData();
/// \attention Must not be called on objects that aren't fully loaded.
///
/// \note Added data fields will be uninitialised
void add (int flags);
/// \attention Must not be called on objects that aren't fully loaded.
void remove (int flags);
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(ESM::ESMReader& reader, int flags, int dataFlag, void *ptr, unsigned int size) const;
mutable OpenThreads::Mutex mMutex;
mutable int mDataLoaded;
mutable LandData *mLandData;
};
}
#endif