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			84 lines
		
	
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_STORAGE_H
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| #define COMPONENTS_TERRAIN_STORAGE_H
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| 
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| #include <components/esm/loadland.hpp>
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| #include <components/esm/loadltex.hpp>
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| 
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| #include <OgreAxisAlignedBox.h>
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| 
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| #include <OgreHardwareVertexBuffer.h>
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| 
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| namespace Terrain
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| {
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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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| 
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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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| 
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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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| 
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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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| 
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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<std::string>& layerList);
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| 
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|         float getHeightAt (const Ogre::Vector3& worldPos);
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| 
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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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| 
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|         float getVertexHeight (const ESM::Land* land, int x, int y);
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| 
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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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| 
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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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|     };
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| 
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| }
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| 
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| #endif
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