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openmw-tes3mp/components/esmterrain/storage.hpp

143 lines
6.3 KiB
C++

#ifndef COMPONENTS_ESM_TERRAIN_STORAGE_H
#define COMPONENTS_ESM_TERRAIN_STORAGE_H
#include <OpenThreads/Mutex>
#include <components/terrain/storage.hpp>
#include <components/esm/loadland.hpp>
#include <components/esm/loadltex.hpp>
namespace VFS
{
class Manager;
}
namespace ESMTerrain
{
class LandCache;
/// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is still in use
class LandObject : public osg::Object
{
public:
LandObject();
LandObject(const ESM::Land* land, int loadFlags);
LandObject(const LandObject& copy, const osg::CopyOp& copyop);
virtual ~LandObject();
META_Object(ESMTerrain, LandObject)
const ESM::Land::LandData* getData(int flags) const;
int getPlugin() const;
private:
const ESM::Land* mLand;
int mLoadFlags;
ESM::Land::LandData mData;
};
/// @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
{
public:
Storage(const VFS::Manager* vfs, const std::string& normalMapPattern = "", const std::string& normalHeightMapPattern = "", bool autoUseNormalMaps = false, const std::string& specularMapPattern = "", bool autoUseSpecularMaps = false);
// Not implemented in this class, because we need different Store implementations for game and editor
virtual osg::ref_ptr<const LandObject> getLand (int cellX, int cellY)= 0;
virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
/// 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<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4Array> 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<Terrain::LayerInfo>& 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();
virtual int getBlendmapScale(float chunkSize);
private:
const VFS::Manager* mVFS;
void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row, LandCache& cache);
void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
float getVertexHeight (const ESM::Land::LandData* data, int x, int y);
const LandObject* getLand(int cellX, int cellY, LandCache& cache);
// Since plugins can define new texture palettes, we need to know the plugin index too
// in order to retrieve the correct texture name.
// pair <texture id, plugin id>
typedef std::pair<short, short> UniqueTextureId;
UniqueTextureId getVtexIndexAt(int cellX, int cellY,
int x, int y, LandCache&);
std::string getTextureName (UniqueTextureId id);
std::map<std::string, Terrain::LayerInfo> 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