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78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
#include "esmterrain.hpp"
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#include <components/esm3/loadland.hpp>
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#include <components/esm4/loadland.hpp>
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#include <components/misc/constants.hpp>
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namespace
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{
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constexpr std::uint16_t textures[ESM::LandRecordData::sLandNumTextures]{ 0 };
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std::unique_ptr<const ESM::LandRecordData> loadData(const ESM::Land& land, int loadFlags)
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{
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std::unique_ptr<ESM::LandRecordData> result = std::make_unique<ESM::LandRecordData>();
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land.loadData(loadFlags, *result);
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return result;
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}
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}
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namespace ESM
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{
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LandData::LandData() = default;
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}
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ESM::LandData::LandData(const ESM::Land& land, int loadFlags)
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: mData(loadData(land, loadFlags))
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, mLoadFlags(mData->mDataLoaded)
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, mMinHeight(mData->mMinHeight)
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, mMaxHeight(mData->mMaxHeight)
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, mSize(Constants::CellSizeInUnits)
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, mLandSize(ESM::Land::LAND_SIZE)
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, mPlugin(land.getPlugin())
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, mHeights(mData->mHeights)
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, mNormals(mData->mNormals)
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, mColors(mData->mColours)
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, mTextures(mData->mTextures)
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{
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}
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ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/)
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: mLoadFlags(land.mDataTypes) // ESM4::Land is always fully loaded. TODO: implement lazy loading
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, mHeightsData(ESM4::Land::sLandNumVerts)
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, mMinHeight(std::numeric_limits<float>::max())
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, mMaxHeight(std::numeric_limits<float>::lowest())
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, mSize(Constants::ESM4CellSizeInUnits)
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, mLandSize(ESM4::Land::sVertsPerSide)
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, mNormals(land.mVertNorm)
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, mColors(land.mVertColr)
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, mTextures(textures)
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{
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float rowOffset = land.mHeightMap.heightOffset;
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for (int y = 0; y < mLandSize; y++)
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{
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rowOffset += land.mHeightMap.gradientData[y * mLandSize];
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const float heightY = rowOffset * ESM4::Land::sHeightScale;
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mHeightsData[y * mLandSize] = heightY;
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mMinHeight = std::min(mMinHeight, heightY);
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mMaxHeight = std::max(mMaxHeight, heightY);
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float colOffset = rowOffset;
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for (int x = 1; x < mLandSize; x++)
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{
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colOffset += land.mHeightMap.gradientData[y * mLandSize + x];
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const float heightX = colOffset * ESM4::Land::sHeightScale;
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mMinHeight = std::min(mMinHeight, heightX);
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mMaxHeight = std::max(mMaxHeight, heightX);
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mHeightsData[x + y * mLandSize] = heightX;
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}
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}
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mHeights = mHeightsData;
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}
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namespace ESM
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{
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LandData::~LandData() = default;
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}
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