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			138 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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  Copyright (C) 2015-2016, 2018, 2020 cc9cii
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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  cc9cii cc9c@iinet.net.au
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  Much of the information on the data structures are based on the information
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  from Tes4Mod:Mod_File_Format and Tes5Mod:File_Formats but also refined by
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  trial & error.  See http://en.uesp.net/wiki for details.
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*/
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#ifndef ESM4_LAND_H
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#define ESM4_LAND_H
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#include <cstdint>
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#include <vector>
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#include <components/esm/defs.hpp>
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#include <components/esm/formid.hpp>
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namespace ESM4
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{
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    class Reader;
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    struct Land
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    {
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        enum
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        {
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            LAND_VNML = 1,
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            LAND_VHGT = 2,
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            LAND_WNAM = 4, // only in TES3?
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            LAND_VCLR = 8,
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            LAND_VTEX = 16
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        };
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        // number of vertices per side
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        static constexpr unsigned sVertsPerSide = 33;
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        // cell terrain size in world coords
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        static constexpr unsigned sRealSize = 4096;
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        // total number of vertices
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        static constexpr unsigned sLandNumVerts = sVertsPerSide * sVertsPerSide;
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        static constexpr unsigned sHeightScale = 8;
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        // number of textures per side of a land quadrant
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        // (for TES4 - based on vanilla observations)
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        static constexpr unsigned sQuadTexturePerSide = 6;
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#pragma pack(push, 1)
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        struct VHGT
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        {
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            float heightOffset;
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            std::int8_t gradientData[sVertsPerSide * sVertsPerSide];
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            std::uint16_t unknown1;
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            std::uint8_t unknown2;
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        };
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        struct BTXT
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        {
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            ESM::FormId32 formId;
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            std::uint8_t quadrant; // 0 = bottom left, 1 = bottom right, 2 = top left, 3 = top right
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            std::uint8_t unknown1;
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            std::uint16_t unknown2;
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        };
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        struct ATXT
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        {
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            ESM::FormId32 formId;
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            std::uint8_t quadrant; // 0 = bottom left, 1 = bottom right, 2 = top left, 3 = top right
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            std::uint8_t unknown;
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            std::uint16_t layerIndex; // texture layer, 0..7
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        };
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        struct VTXT
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        {
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            std::uint16_t position; // 0..288 (17x17 grid)
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            std::uint8_t unknown1;
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            std::uint8_t unknown2;
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            float opacity;
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        };
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#pragma pack(pop)
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        struct TxtLayer
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        {
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            ATXT texture;
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            std::vector<VTXT> data; // alpha data
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        };
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        struct Texture
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        {
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            BTXT base;
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            std::vector<TxtLayer> layers;
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        };
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        ESM::FormId mId; // from the header
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        std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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        std::uint32_t mLandFlags; // from DATA subrecord
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        // FIXME: lazy loading not yet implemented
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        int mDataTypes; // which data types are loaded
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        float mHeights[sVertsPerSide * sVertsPerSide]; // Float value of compressed Heightmap
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        std::int8_t mVertNorm[sVertsPerSide * sVertsPerSide * 3]; // from VNML subrecord
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        std::uint8_t mVertColr[sVertsPerSide * sVertsPerSide * 3]; // from VCLR subrecord
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        VHGT mHeightMap;
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        Texture mTextures[4]; // 0 = bottom left, 1 = bottom right, 2 = top left, 3 = top right
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        std::vector<ESM::FormId> mIds; // land texture (LTEX) formids
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        ESM::FormId mCell;
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        void load(Reader& reader);
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        // void save(Writer& writer) const;
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        // void blank();
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        static constexpr ESM::RecNameInts sRecordId = ESM::REC_LAND4;
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    };
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}
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#endif // ESM4_LAND_H
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