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			95 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_STORAGE_H
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#define COMPONENTS_TERRAIN_STORAGE_H
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#include <components/esm/loadland.hpp>
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#include <components/esm/loadltex.hpp>
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#include <OgreAxisAlignedBox.h>
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#include <OgreHardwareVertexBuffer.h>
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namespace Terrain
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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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    };
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    /// We keep storage of terrain data abstract here since we need different implementations for game and editor
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    class Storage
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    {
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    public:
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        virtual ~Storage() {}
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    private:
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        virtual ESM::Land* getLand (int cellX, int cellY) = 0;
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        virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
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    public:
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        /// Get bounds of the whole terrain in cell units
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        virtual Ogre::AxisAlignedBox getBounds() = 0;
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        /// Get the minimum and maximum heights of a terrain chunk.
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        /// @note Should only be called for chunks <= 1 cell, i.e. leafs of the quad tree.
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        ///        Larger chunks can simply merge AABB of children.
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        /// @param size size of the chunk in cell units
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        /// @param center center of the chunk in cell units
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        /// @param min min height will be stored here
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        /// @param max max height will be stored here
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        /// @return true if there was data available for this terrain chunk
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        bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max);
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        /// Fill vertex buffers for a terrain chunk.
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        /// @param lodLevel LOD level, 0 = most detailed
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        /// @param size size of the terrain chunk in cell units
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        /// @param center center of the chunk in cell units
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        /// @param vertexBuffer buffer to write vertices
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        /// @param normalBuffer buffer to write vertex normals
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        /// @param colourBuffer buffer to write vertex colours
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        void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center,
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                                Ogre::HardwareVertexBufferSharedPtr vertexBuffer,
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                                Ogre::HardwareVertexBufferSharedPtr normalBuffer,
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                                Ogre::HardwareVertexBufferSharedPtr colourBuffer);
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        /// Create textures holding layer blend values for a terrain chunk.
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        /// @note The terrain chunk shouldn't be larger than one cell since otherwise we might
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        ///       have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
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        /// @param chunkSize size of the terrain chunk in cell units
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        /// @param chunkCenter center of the chunk in cell units
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        /// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) -
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        ///        otherwise, each texture contains blend values for one layer only. Shader-based rendering
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        ///        can utilize packing, FFP can't.
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        /// @param blendmaps created blendmaps will be written here
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        /// @param layerList names of the layer textures used will be written here
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        void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
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                           std::vector<Ogre::TexturePtr>& blendmaps,
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                           std::vector<LayerInfo>& layerList);
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        float getHeightAt (const Ogre::Vector3& worldPos);
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    private:
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        void fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
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        void fixColour (Ogre::ColourValue& colour, int cellX, int cellY, int col, int row);
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        void averageNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
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        float getVertexHeight (const ESM::Land* land, int x, int y);
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        // Since plugins can define new texture palettes, we need to know the plugin index too
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        // in order to retrieve the correct texture name.
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        // pair  <texture id, plugin id>
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        typedef std::pair<short, short> UniqueTextureId;
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        UniqueTextureId getVtexIndexAt(int cellX, int cellY,
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                                               int x, int y);
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        std::string getTextureName (UniqueTextureId id);
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        std::map<std::string, LayerInfo> mLayerInfoMap;
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        LayerInfo getLayerInfo(const std::string& texture);
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    };
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}
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#endif
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