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			86 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_STORAGE_H
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#define COMPONENTS_TERRAIN_STORAGE_H
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#include <OgreHardwareVertexBuffer.h>
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#include "defs.hpp"
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namespace Terrain
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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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    public:
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        /// Get bounds of the whole terrain in cell units
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        virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) = 0;
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        /// Get the minimum and maximum heights of a terrain region.
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        /// @note Will only be called for chunks with size = minBatchSize, 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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        virtual bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max) = 0;
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        /// Fill vertex buffers for a terrain chunk.
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        /// @note May be called from background threads. Make sure to only call thread-safe functions from here!
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        /// @note returned colors need to be in render-system specific format! Use RenderSystem::convertColourValue.
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        /// @note Vertices should be written in row-major order (a row is defined as parallel to the x-axis).
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        ///       The specified positions should be in local space, i.e. relative to the center of the 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 positions buffer to write vertices
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        /// @param normals buffer to write vertex normals
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        /// @param colours buffer to write vertex colours
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        virtual void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center, Terrain::Alignment align,
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                                std::vector<float>& positions,
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                                std::vector<float>& normals,
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                                std::vector<Ogre::uint8>& colours) = 0;
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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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        /// @note May be called from background threads. Make sure to only call thread-safe functions from here!
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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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        virtual void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
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                           std::vector<Ogre::PixelBox>& blendmaps,
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                           std::vector<LayerInfo>& layerList) = 0;
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        /// Retrieve pixel data for textures holding layer blend values for terrain chunks and layer texture information.
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        /// This variant is provided to eliminate the overhead of virtual function calls when retrieving a large number of blendmaps at once.
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        /// @note The terrain chunks 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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        /// @note May be called from background threads. Make sure to only call thread-safe functions from here!
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        /// @param nodes A collection of nodes for which to retrieve the aforementioned data
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        /// @param out Output vector
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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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        virtual void getBlendmaps (const std::vector<QuadTreeNode*>& nodes, std::vector<LayerCollection>& out, bool pack) = 0;
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        virtual float getHeightAt (const Ogre::Vector3& worldPos) = 0;
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        virtual LayerInfo getDefaultLayer() = 0;
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        /// Get the transformation factor for mapping cell units to world units.
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        virtual float getCellWorldSize() = 0;
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        /// Get the number of vertices on one side for each cell. Should be (power of two)+1
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        virtual int getCellVertices() = 0;
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    };
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}
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#endif
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