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87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
/*
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* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef COMPONENTS_TERRAIN_DEFS_HPP
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#define COMPONENTS_TERRAIN_DEFS_HPP
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namespace Terrain
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{
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class QuadTreeNode;
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/// The alignment of the terrain
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enum Alignment
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{
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/// Terrain is in the X/Z plane
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Align_XZ = 0,
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/// Terrain is in the X/Y plane
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Align_XY = 1,
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/// Terrain is in the Y/Z plane.
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/// UNTESTED - use at own risk.
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/// Besides, X as up axis? What is wrong with you? ;)
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Align_YZ = 2
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};
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inline void convertPosition(Alignment align, float &x, float &y, float &z)
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{
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switch (align)
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{
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case Align_XY:
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return;
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case Align_XZ:
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std::swap(y, z);
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// This is since -Z should be going *into* the screen
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// If not doing this, we'd get wrong vertex winding
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z *= -1;
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return;
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case Align_YZ:
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std::swap(x, y);
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std::swap(y, z);
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return;
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}
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}
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enum Direction
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{
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North = 0,
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East = 1,
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South = 2,
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West = 3
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};
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struct LayerInfo
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{
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std::string mDiffuseMap;
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std::string mNormalMap;
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bool mParallax; // Height info in normal map alpha channel?
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bool mSpecular; // Specular info in diffuse map alpha channel?
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};
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struct LayerCollection
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{
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QuadTreeNode* mTarget;
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// Since we can't create a texture from a different thread, this only holds the raw texel data
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std::vector<Ogre::PixelBox> mBlendmaps;
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std::vector<LayerInfo> mLayers;
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};
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}
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#endif
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