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openmw-tes3mp/components/terrain/defs.hpp

66 lines
1.6 KiB
C++

#ifndef COMPONENTS_TERRAIN_DEFS_HPP
#define COMPONENTS_TERRAIN_DEFS_HPP
namespace Terrain
{
class QuadTreeNode;
/// The alignment of the terrain
enum Alignment
{
/// Terrain is in the X/Z plane
Align_XZ = 0,
/// Terrain is in the X/Y plane
Align_XY = 1,
/// Terrain is in the Y/Z plane.
/// UNTESTED - use at own risk.
/// Besides, X as up axis? What is wrong with you? ;)
Align_YZ = 2
};
inline void convertPosition(Alignment align, float &x, float &y, float &z)
{
switch (align)
{
case Align_XY:
return;
case Align_XZ:
std::swap(y, z);
// This is since -Z should be going *into* the screen
// If not doing this, we'd get wrong vertex winding
z *= -1;
return;
case Align_YZ:
std::swap(x, y);
std::swap(y, z);
return;
}
}
enum Direction
{
North = 0,
East = 1,
South = 2,
West = 3
};
struct LayerInfo
{
std::string mDiffuseMap;
std::string mNormalMap;
bool mParallax; // Height info in normal map alpha channel?
bool mSpecular; // Specular info in diffuse map alpha channel?
};
struct LayerCollection
{
QuadTreeNode* mTarget;
// Since we can't create a texture from a different thread, this only holds the raw texel data
std::vector<Ogre::PixelBox> mBlendmaps;
std::vector<LayerInfo> mLayers;
};
}
#endif