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openmw-tes3mp/components/esmterrain/storage.hpp

120 lines
6.5 KiB
C++

#ifndef COMPONENTS_ESM_TERRAIN_STORAGE_H
#define COMPONENTS_ESM_TERRAIN_STORAGE_H
#include <components/terrain/storage.hpp>
#include <components/esm/loadland.hpp>
#include <components/esm/loadltex.hpp>
namespace ESMTerrain
{
/// @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
{
private:
// Not implemented in this class, because we need different Store implementations for game and editor
virtual ESM::Land* getLand (int cellX, int cellY) = 0;
virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
public:
// Not implemented in this class, because we need different Store implementations for game and editor
/// 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 Ogre::Vector2& 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 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 Ogre::Vector2& center, Terrain::Alignment align,
std::vector<float>& positions,
std::vector<float>& normals,
std::vector<Ogre::uint8>& 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 Ogre::Vector2& chunkCenter, bool pack,
std::vector<Ogre::PixelBox>& blendmaps,
std::vector<Terrain::LayerInfo>& layerList);
/// Retrieve pixel data for textures holding layer blend values for terrain chunks and layer texture information.
/// This variant is provided to eliminate the overhead of virtual function calls when retrieving a large number of blendmaps at once.
/// @note The terrain chunks 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 nodes A collection of nodes for which to retrieve the aforementioned data
/// @param out Output vector
/// @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.
virtual void getBlendmaps (const std::vector<Terrain::QuadTreeNode*>& nodes, std::vector<Terrain::LayerCollection>& out, bool pack);
virtual float getHeightAt (const Ogre::Vector3& 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();
private:
void fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
void fixColour (Ogre::ColourValue& colour, int cellX, int cellY, int col, int row);
void averageNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
float getVertexHeight (const ESM::Land* land, int x, int y);
// 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);
std::string getTextureName (UniqueTextureId id);
std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
Terrain::LayerInfo getLayerInfo(const std::string& texture);
// Non-virtual
void getBlendmapsImpl (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
std::vector<Ogre::PixelBox>& blendmaps,
std::vector<Terrain::LayerInfo>& layerList);
};
}
#endif