#include "esmterrain.hpp" #include #include #include namespace { constexpr std::uint16_t textures[ESM::LandRecordData::sLandNumTextures]{ 0 }; std::unique_ptr loadData(const ESM::Land& land, int loadFlags) { std::unique_ptr result = std::make_unique(); land.loadData(loadFlags, *result); return result; } } namespace ESM { LandData::LandData() = default; } ESM::LandData::LandData(const ESM::Land& land, int loadFlags) : mData(loadData(land, loadFlags)) , mLoadFlags(mData->mDataLoaded) , mMinHeight(mData->mMinHeight) , mMaxHeight(mData->mMaxHeight) , mSize(Constants::CellSizeInUnits) , mLandSize(ESM::Land::LAND_SIZE) , mPlugin(land.getPlugin()) , mHeights(mData->mHeights) , mNormals(mData->mNormals) , mColors(mData->mColours) , mTextures(mData->mTextures) { } ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/) : mLoadFlags(land.mDataTypes) // ESM4::Land is always fully loaded. TODO: implement lazy loading , mHeightsData(ESM4::Land::sLandNumVerts) , mMinHeight(std::numeric_limits::max()) , mMaxHeight(std::numeric_limits::lowest()) , mSize(Constants::ESM4CellSizeInUnits) , mLandSize(ESM4::Land::sVertsPerSide) , mNormals(land.mVertNorm) , mColors(land.mVertColr) , mTextures(textures) { float rowOffset = land.mHeightMap.heightOffset; for (int y = 0; y < mLandSize; y++) { rowOffset += land.mHeightMap.gradientData[y * mLandSize]; const float heightY = rowOffset * ESM4::Land::sHeightScale; mHeightsData[y * mLandSize] = heightY; mMinHeight = std::min(mMinHeight, heightY); mMaxHeight = std::max(mMaxHeight, heightY); float colOffset = rowOffset; for (int x = 1; x < mLandSize; x++) { colOffset += land.mHeightMap.gradientData[y * mLandSize + x]; const float heightX = colOffset * ESM4::Land::sHeightScale; mMinHeight = std::min(mMinHeight, heightX); mMaxHeight = std::max(mMaxHeight, heightX); mHeightsData[x + y * mLandSize] = heightX; } } mHeights = mHeightsData; } namespace ESM { LandData::~LandData() = default; }