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			86 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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|  *
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|  * Permission is hereby granted, free of charge, to any person obtaining a copy
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|  * of this software and associated documentation files (the "Software"), to deal
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|  * in the Software without restriction, including without limitation the rights
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|  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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|  * copies of the Software, and to permit persons to whom the Software is
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|  * furnished to do so, subject to the following conditions:
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|  *
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|  * The above copyright notice and this permission notice shall be included in
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|  * all copies or substantial portions of the Software.
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| 
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|  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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|  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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|  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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|  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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|  * THE SOFTWARE.
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|  */
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| #ifndef COMPONENTS_TERRAIN_DEFS_HPP
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| #define COMPONENTS_TERRAIN_DEFS_HPP
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| 
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| namespace Terrain
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| {
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|     class QuadTreeNode;
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| 
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|     /// The alignment of the terrain
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|     enum Alignment
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|     {
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|         /// Terrain is in the X/Z plane
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|         Align_XZ = 0,
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|         /// Terrain is in the X/Y plane
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|         Align_XY = 1,
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|         /// Terrain is in the Y/Z plane.
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|         /// UNTESTED - use at own risk.
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|         /// Besides, X as up axis? What is wrong with you? ;)
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|         Align_YZ = 2
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|     };
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| 
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|     inline void convertPosition(Alignment align, float &x, float &y, float &z)
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|     {
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|         switch (align)
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|         {
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|         case Align_XY:
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|             return;
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|         case Align_XZ:
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|             std::swap(y, z);
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|             // This is since -Z should be going *into* the screen
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|             // If not doing this, we'd get wrong vertex winding
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|             z *= -1;
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|             return;
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|         case Align_YZ:
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|             std::swap(x, y);
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|             std::swap(y, z);
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|             return;
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|         }
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|     }
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| 
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|     enum Direction
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|     {
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|         North = 0,
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|         East = 1,
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|         South = 2,
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|         West = 3
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|     };
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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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|         bool mSpecular; // Specular info in diffuse map alpha channel?
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|     };
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| 
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|     struct LayerCollection
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|     {
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|         QuadTreeNode* mTarget;
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|         // Since we can't create a texture from a different thread, this only holds the raw texel data
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|         std::vector<Ogre::PixelBox> mBlendmaps;
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|         std::vector<LayerInfo> mLayers;
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|     };
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| }
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| 
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| #endif
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