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			610 lines
		
	
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			610 lines
		
	
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "storage.hpp"
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#include <set>
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#include <osg/Image>
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#include <osg/Plane>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/vfs/manager.hpp>
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namespace ESMTerrain
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{
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    class LandCache
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    {
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    public:
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        typedef std::map<std::pair<int, int>, osg::ref_ptr<const LandObject> > Map;
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        Map mMap;
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    };
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    LandObject::LandObject()
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        : mLand(nullptr)
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        , mLoadFlags(0)
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    {
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    }
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    LandObject::LandObject(const ESM::Land *land, int loadFlags)
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        : mLand(land)
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        , mLoadFlags(loadFlags)
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    {
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        mLand->loadData(mLoadFlags, &mData);
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    }
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    LandObject::LandObject(const LandObject ©, const osg::CopyOp ©op)
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        : mLand(nullptr)
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        , mLoadFlags(0)
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    {
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    }
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    LandObject::~LandObject()
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    {
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    }
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    const float defaultHeight = ESM::Land::DEFAULT_HEIGHT;
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    Storage::Storage(const VFS::Manager *vfs, const std::string& normalMapPattern, const std::string& normalHeightMapPattern, bool autoUseNormalMaps, const std::string& specularMapPattern, bool autoUseSpecularMaps)
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        : mVFS(vfs)
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        , mNormalMapPattern(normalMapPattern)
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        , mNormalHeightMapPattern(normalHeightMapPattern)
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        , mAutoUseNormalMaps(autoUseNormalMaps)
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        , mSpecularMapPattern(specularMapPattern)
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        , mAutoUseSpecularMaps(autoUseSpecularMaps)
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    {
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    }
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    bool Storage::getMinMaxHeights(float size, const osg::Vec2f ¢er, float &min, float &max)
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    {
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        assert (size <= 1 && "Storage::getMinMaxHeights, chunk size should be <= 1 cell");
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        osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
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        int cellX = static_cast<int>(std::floor(origin.x()));
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        int cellY = static_cast<int>(std::floor(origin.y()));
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        int startRow = (origin.x() - cellX) * ESM::Land::LAND_SIZE;
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        int startColumn = (origin.y() - cellY) * ESM::Land::LAND_SIZE;
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        int endRow = startRow + size * (ESM::Land::LAND_SIZE-1) + 1;
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        int endColumn = startColumn + size * (ESM::Land::LAND_SIZE-1) + 1;
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        osg::ref_ptr<const LandObject> land = getLand (cellX, cellY);
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        const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : nullptr;
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        if (data)
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        {
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            min = std::numeric_limits<float>::max();
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            max = -std::numeric_limits<float>::max();
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            for (int row=startRow; row<endRow; ++row)
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            {
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                for (int col=startColumn; col<endColumn; ++col)
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                {
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                    float h = data->mHeights[col*ESM::Land::LAND_SIZE+row];
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                    if (h > max)
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                        max = h;
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                    if (h < min)
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                        min = h;
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                }
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            }
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            return true;
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        }
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        min = defaultHeight;
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        max = defaultHeight;
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        return false;
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    }
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    void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache)
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    {
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        while (col >= ESM::Land::LAND_SIZE-1)
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        {
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            ++cellY;
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            col -= ESM::Land::LAND_SIZE-1;
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        }
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        while (row >= ESM::Land::LAND_SIZE-1)
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        {
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            ++cellX;
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            row -= ESM::Land::LAND_SIZE-1;
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        }
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        while (col < 0)
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        {
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            --cellY;
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            col += ESM::Land::LAND_SIZE-1;
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        }
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        while (row < 0)
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        {
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            --cellX;
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            row += ESM::Land::LAND_SIZE-1;
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        }
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        const LandObject* land = getLand(cellX, cellY, cache);
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        const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : nullptr;
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        if (data)
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        {
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            normal.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
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            normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
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            normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
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            normal.normalize();
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        }
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        else
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            normal = osg::Vec3f(0,0,1);
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    }
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    void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row, LandCache& cache)
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    {
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        osg::Vec3f n1,n2,n3,n4;
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        fixNormal(n1, cellX, cellY, col+1, row, cache);
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        fixNormal(n2, cellX, cellY, col-1, row, cache);
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        fixNormal(n3, cellX, cellY, col, row+1, cache);
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        fixNormal(n4, cellX, cellY, col, row-1, cache);
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        normal = (n1+n2+n3+n4);
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        normal.normalize();
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    }
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    void Storage::fixColour (osg::Vec4ub& color, int cellX, int cellY, int col, int row, LandCache& cache)
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    {
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        if (col == ESM::Land::LAND_SIZE-1)
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        {
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            ++cellY;
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            col = 0;
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        }
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        if (row == ESM::Land::LAND_SIZE-1)
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        {
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            ++cellX;
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            row = 0;
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        }
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        const LandObject* land = getLand(cellX, cellY, cache);
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        const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : nullptr;
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        if (data)
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        {
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            color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3];
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            color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1];
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            color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2];
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        }
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        else
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        {
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            color.r() = 255;
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            color.g() = 255;
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            color.b() = 255;
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        }
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    }
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    void Storage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
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                                            osg::ref_ptr<osg::Vec3Array> positions,
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                                            osg::ref_ptr<osg::Vec3Array> normals,
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                                            osg::ref_ptr<osg::Vec4ubArray> colours)
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    {
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        // LOD level n means every 2^n-th vertex is kept
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        size_t increment = static_cast<size_t>(1) << lodLevel;
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        osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
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        int startCellX = static_cast<int>(std::floor(origin.x()));
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        int startCellY = static_cast<int>(std::floor(origin.y()));
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        size_t numVerts = static_cast<size_t>(size*(ESM::Land::LAND_SIZE - 1) / increment + 1);
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        positions->resize(numVerts*numVerts);
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        normals->resize(numVerts*numVerts);
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        colours->resize(numVerts*numVerts);
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        osg::Vec3f normal;
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        osg::Vec4ub color;
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        float vertY = 0;
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        float vertX = 0;
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        LandCache cache;
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        bool alteration = useAlteration();
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        float vertY_ = 0; // of current cell corner
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        for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
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        {
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            float vertX_ = 0; // of current cell corner
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            for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
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            {
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                const LandObject* land = getLand(cellX, cellY, cache);
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                const ESM::Land::LandData *heightData = nullptr;
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                const ESM::Land::LandData *normalData = nullptr;
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                const ESM::Land::LandData *colourData = nullptr;
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                if (land)
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                {
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                    heightData = land->getData(ESM::Land::DATA_VHGT);
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                    normalData = land->getData(ESM::Land::DATA_VNML);
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                    colourData = land->getData(ESM::Land::DATA_VCLR);
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                }
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                int rowStart = 0;
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                int colStart = 0;
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                // Skip the first row / column unless we're at a chunk edge,
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                // since this row / column is already contained in a previous cell
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                // This is only relevant if we're creating a chunk spanning multiple cells
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                if (vertY_ != 0)
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                    colStart += increment;
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                if (vertX_ != 0)
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                    rowStart += increment;
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                // Only relevant for chunks smaller than (contained in) one cell
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                rowStart += (origin.x() - startCellX) * ESM::Land::LAND_SIZE;
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                colStart += (origin.y() - startCellY) * ESM::Land::LAND_SIZE;
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                int rowEnd = std::min(static_cast<int>(rowStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1), static_cast<int>(ESM::Land::LAND_SIZE));
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                int colEnd = std::min(static_cast<int>(colStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1), static_cast<int>(ESM::Land::LAND_SIZE));
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                vertY = vertY_;
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                for (int col=colStart; col<colEnd; col += increment)
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                {
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                    vertX = vertX_;
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                    for (int row=rowStart; row<rowEnd; row += increment)
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                    {
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                        int srcArrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
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                        assert(row >= 0 && row < ESM::Land::LAND_SIZE);
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                        assert(col >= 0 && col < ESM::Land::LAND_SIZE);
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                        assert (vertX < numVerts);
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                        assert (vertY < numVerts);
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                        float height = defaultHeight;
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                        if (heightData)
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                            height = heightData->mHeights[col*ESM::Land::LAND_SIZE + row];
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                        if (alteration)
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                            height += getAlteredHeight(col, row);
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                        (*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
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                            = osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * Constants::CellSizeInUnits,
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                                         (vertY / float(numVerts - 1) - 0.5f) * size * Constants::CellSizeInUnits,
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                                         height);
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                        if (normalData)
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                        {
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                            for (int i=0; i<3; ++i)
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                                normal[i] = normalData->mNormals[srcArrayIndex+i];
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                            normal.normalize();
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                        }
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                        else
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                            normal = osg::Vec3f(0,0,1);
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                        // Normals apparently don't connect seamlessly between cells
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                        if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
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                            fixNormal(normal, cellX, cellY, col, row, cache);
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                        // some corner normals appear to be complete garbage (z < 0)
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                        if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
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                            averageNormal(normal, cellX, cellY, col, row, cache);
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                        assert(normal.z() > 0);
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                        (*normals)[static_cast<unsigned int>(vertX*numVerts + vertY)] = normal;
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                        if (colourData)
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                        {
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                            for (int i=0; i<3; ++i)
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                                color[i] = colourData->mColours[srcArrayIndex+i];
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                        }
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                        else
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                        {
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                            color.r() = 255;
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                            color.g() = 255;
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                            color.b() = 255;
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                        }
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                        if (alteration)
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                            adjustColor(col, row, heightData, color); //Does nothing by default, override in OpenMW-CS
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                        // Unlike normals, colors mostly connect seamlessly between cells, but not always...
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                        if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
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                            fixColour(color, cellX, cellY, col, row, cache);
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                        color.a() = 255;
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                        (*colours)[static_cast<unsigned int>(vertX*numVerts + vertY)] = color;
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                        ++vertX;
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                    }
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                    ++vertY;
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                }
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                vertX_ = vertX;
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            }
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            vertY_ = vertY;
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            assert(vertX_ == numVerts); // Ensure we covered whole area
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        }
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        assert(vertY_ == numVerts);  // Ensure we covered whole area
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    }
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    Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY,
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                                           int x, int y, LandCache& cache)
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    {
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        // For the first/last row/column, we need to get the texture from the neighbour cell
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        // to get consistent blending at the borders
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        --x;
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        if (x < 0)
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        {
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            --cellX;
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            x += ESM::Land::LAND_TEXTURE_SIZE;
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        }
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        while (x >= ESM::Land::LAND_TEXTURE_SIZE)
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        {
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            ++cellX;
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            x -= ESM::Land::LAND_TEXTURE_SIZE;
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        }
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        while (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not?
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        {
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            ++cellY;
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            y -= ESM::Land::LAND_TEXTURE_SIZE;
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        }
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        assert(x<ESM::Land::LAND_TEXTURE_SIZE);
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        assert(y<ESM::Land::LAND_TEXTURE_SIZE);
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        const LandObject* land = getLand(cellX, cellY, cache);
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        const ESM::Land::LandData *data = land ? land->getData(ESM::Land::DATA_VTEX) : nullptr;
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        if (data)
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        {
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            int tex = data->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
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            if (tex == 0)
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                return std::make_pair(0,0); // vtex 0 is always the base texture, regardless of plugin
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            return std::make_pair(tex, land->getPlugin());
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        }
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        return std::make_pair(0,0);
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    }
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    std::string Storage::getTextureName(UniqueTextureId id)
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    {
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        static constexpr char defaultTexture[] = "textures\\_land_default.dds";
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        if (id.first == 0)
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            return defaultTexture; // Not sure if the default texture really is hardcoded?
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        // NB: All vtex ids are +1 compared to the ltex ids
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        const ESM::LandTexture* ltex = getLandTexture(id.first-1, id.second);
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        if (!ltex)
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        {
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            Log(Debug::Warning) << "Warning: Unable to find land texture index " << id.first-1 << " in plugin " << id.second << ", using default texture instead";
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            return defaultTexture;
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        }
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        // this is needed due to MWs messed up texture handling
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        std::string texture = Misc::ResourceHelpers::correctTexturePath(ltex->mTexture, mVFS);
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        return texture;
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    }
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    void Storage::getBlendmaps(float chunkSize, const osg::Vec2f &chunkCenter, ImageVector &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
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    {
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        osg::Vec2f origin = chunkCenter - osg::Vec2f(chunkSize/2.f, chunkSize/2.f);
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        int cellX = static_cast<int>(std::floor(origin.x()));
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        int cellY = static_cast<int>(std::floor(origin.y()));
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        int realTextureSize = ESM::Land::LAND_TEXTURE_SIZE+1; // add 1 to wrap around next cell
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        int rowStart = (origin.x() - cellX) * realTextureSize;
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        int colStart = (origin.y() - cellY) * realTextureSize;
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        const int blendmapSize = (realTextureSize-1) * chunkSize + 1;
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        // We need to upscale the blendmap 2x with nearest neighbor sampling to look like Vanilla
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        const int imageScaleFactor = 2;
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        const int blendmapImageSize = blendmapSize * imageScaleFactor;
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        LandCache cache;
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        std::map<UniqueTextureId, unsigned int> textureIndicesMap;
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        for (int y=0; y<blendmapSize; y++)
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        {
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            for (int x=0; x<blendmapSize; x++)
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            {
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                UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart, cache);
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                std::map<UniqueTextureId, unsigned int>::iterator found = textureIndicesMap.find(id);
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                if (found == textureIndicesMap.end())
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                {
 | 
						|
                    unsigned int layerIndex = layerList.size();
 | 
						|
                    Terrain::LayerInfo info = getLayerInfo(getTextureName(id));
 | 
						|
 | 
						|
                    // look for existing diffuse map, which may be present when several plugins use the same texture
 | 
						|
                    for (unsigned int i=0; i<layerList.size(); ++i)
 | 
						|
                    {
 | 
						|
                        if (layerList[i].mDiffuseMap == info.mDiffuseMap)
 | 
						|
                        {
 | 
						|
                            layerIndex = i;
 | 
						|
                            break;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
 | 
						|
                    found = textureIndicesMap.emplace(id, layerIndex).first;
 | 
						|
 | 
						|
                    if (layerIndex >= layerList.size())
 | 
						|
                    {
 | 
						|
                        osg::ref_ptr<osg::Image> image (new osg::Image);
 | 
						|
                        image->allocateImage(blendmapImageSize, blendmapImageSize, 1, GL_ALPHA, GL_UNSIGNED_BYTE);
 | 
						|
                        unsigned char* pData = image->data();
 | 
						|
                        memset(pData, 0, image->getTotalDataSize());
 | 
						|
                        blendmaps.emplace_back(image);
 | 
						|
                        layerList.emplace_back(info);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                unsigned int layerIndex = found->second;
 | 
						|
                unsigned char* pData = blendmaps[layerIndex]->data();
 | 
						|
                int realY = (blendmapSize - y - 1)*imageScaleFactor;
 | 
						|
                int realX = x*imageScaleFactor;
 | 
						|
                pData[((realY+0)*blendmapImageSize + realX + 0)] = 255;
 | 
						|
                pData[((realY+1)*blendmapImageSize + realX + 0)] = 255;
 | 
						|
                pData[((realY+0)*blendmapImageSize + realX + 1)] = 255;
 | 
						|
                pData[((realY+1)*blendmapImageSize + realX + 1)] = 255;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (blendmaps.size() == 1)
 | 
						|
            blendmaps.clear(); // If a single texture fills the whole terrain, there is no need to blend
 | 
						|
    }
 | 
						|
 | 
						|
    float Storage::getHeightAt(const osg::Vec3f &worldPos)
 | 
						|
    {
 | 
						|
        int cellX = static_cast<int>(std::floor(worldPos.x() / float(Constants::CellSizeInUnits)));
 | 
						|
        int cellY = static_cast<int>(std::floor(worldPos.y() / float(Constants::CellSizeInUnits)));
 | 
						|
 | 
						|
        osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
 | 
						|
        if (!land)
 | 
						|
            return defaultHeight;
 | 
						|
 | 
						|
        const ESM::Land::LandData* data = land->getData(ESM::Land::DATA_VHGT);
 | 
						|
        if (!data)
 | 
						|
            return defaultHeight;
 | 
						|
 | 
						|
        // Mostly lifted from Ogre::Terrain::getHeightAtTerrainPosition
 | 
						|
 | 
						|
        // Normalized position in the cell
 | 
						|
        float nX = (worldPos.x() - (cellX * Constants::CellSizeInUnits)) / float(Constants::CellSizeInUnits);
 | 
						|
        float nY = (worldPos.y() - (cellY * Constants::CellSizeInUnits)) / float(Constants::CellSizeInUnits);
 | 
						|
 | 
						|
        // get left / bottom points (rounded down)
 | 
						|
        float factor = ESM::Land::LAND_SIZE - 1.0f;
 | 
						|
        float invFactor = 1.0f / factor;
 | 
						|
 | 
						|
        int startX = static_cast<int>(nX * factor);
 | 
						|
        int startY = static_cast<int>(nY * factor);
 | 
						|
        int endX = startX + 1;
 | 
						|
        int endY = startY + 1;
 | 
						|
 | 
						|
        endX = std::min(endX, ESM::Land::LAND_SIZE-1);
 | 
						|
        endY = std::min(endY, ESM::Land::LAND_SIZE-1);
 | 
						|
 | 
						|
        // now get points in terrain space (effectively rounding them to boundaries)
 | 
						|
        float startXTS = startX * invFactor;
 | 
						|
        float startYTS = startY * invFactor;
 | 
						|
        float endXTS = endX * invFactor;
 | 
						|
        float endYTS = endY * invFactor;
 | 
						|
 | 
						|
        // get parametric from start coord to next point
 | 
						|
        float xParam = (nX - startXTS) * factor;
 | 
						|
        float yParam = (nY - startYTS) * factor;
 | 
						|
 | 
						|
        /* For even / odd tri strip rows, triangles are this shape:
 | 
						|
        even     odd
 | 
						|
        3---2   3---2
 | 
						|
        | / |   | \ |
 | 
						|
        0---1   0---1
 | 
						|
        */
 | 
						|
 | 
						|
        // Build all 4 positions in normalized cell space, using point-sampled height
 | 
						|
        osg::Vec3f v0 (startXTS, startYTS, getVertexHeight(data, startX, startY) / float(Constants::CellSizeInUnits));
 | 
						|
        osg::Vec3f v1 (endXTS, startYTS, getVertexHeight(data, endX, startY) / float(Constants::CellSizeInUnits));
 | 
						|
        osg::Vec3f v2 (endXTS, endYTS, getVertexHeight(data, endX, endY) / float(Constants::CellSizeInUnits));
 | 
						|
        osg::Vec3f v3 (startXTS, endYTS, getVertexHeight(data, startX, endY) / float(Constants::CellSizeInUnits));
 | 
						|
        // define this plane in terrain space
 | 
						|
        osg::Plane plane;
 | 
						|
        // FIXME: deal with differing triangle alignment
 | 
						|
        if (true)
 | 
						|
        {
 | 
						|
            // odd row
 | 
						|
            bool secondTri = ((1.0 - yParam) > xParam);
 | 
						|
            if (secondTri)
 | 
						|
                plane = osg::Plane(v0, v1, v3);
 | 
						|
            else
 | 
						|
                plane = osg::Plane(v1, v2, v3);
 | 
						|
        }
 | 
						|
        /*
 | 
						|
        else
 | 
						|
        {
 | 
						|
            // even row
 | 
						|
            bool secondTri = (yParam > xParam);
 | 
						|
            if (secondTri)
 | 
						|
                plane.redefine(v0, v2, v3);
 | 
						|
            else
 | 
						|
                plane.redefine(v0, v1, v2);
 | 
						|
        }
 | 
						|
        */
 | 
						|
 | 
						|
        // Solve plane equation for z
 | 
						|
        return (-plane.getNormal().x() * nX
 | 
						|
                -plane.getNormal().y() * nY
 | 
						|
                - plane[3]) / plane.getNormal().z() * Constants::CellSizeInUnits;
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    const LandObject* Storage::getLand(int cellX, int cellY, LandCache& cache)
 | 
						|
    {
 | 
						|
        LandCache::Map::iterator found = cache.mMap.find(std::make_pair(cellX, cellY));
 | 
						|
        if (found != cache.mMap.end())
 | 
						|
            return found->second;
 | 
						|
        else
 | 
						|
        {
 | 
						|
            found = cache.mMap.insert(std::make_pair(std::make_pair(cellX, cellY), getLand(cellX, cellY))).first;
 | 
						|
            return found->second;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Storage::adjustColor(int col, int row, const ESM::Land::LandData *heightData, osg::Vec4ub& color) const
 | 
						|
    {
 | 
						|
    }
 | 
						|
 | 
						|
    float Storage::getAlteredHeight(int col, int row) const
 | 
						|
    {
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
 | 
						|
    {
 | 
						|
        std::lock_guard<std::mutex> lock(mLayerInfoMutex);
 | 
						|
 | 
						|
        // Already have this cached?
 | 
						|
        std::map<std::string, Terrain::LayerInfo>::iterator found = mLayerInfoMap.find(texture);
 | 
						|
        if (found != mLayerInfoMap.end())
 | 
						|
            return found->second;
 | 
						|
 | 
						|
        Terrain::LayerInfo info;
 | 
						|
        info.mParallax = false;
 | 
						|
        info.mSpecular = false;
 | 
						|
        info.mDiffuseMap = texture;
 | 
						|
 | 
						|
        if (mAutoUseNormalMaps)
 | 
						|
        {
 | 
						|
            std::string texture_ = texture;
 | 
						|
            Misc::StringUtils::replaceLast(texture_, ".", mNormalHeightMapPattern + ".");
 | 
						|
            if (mVFS->exists(texture_))
 | 
						|
            {
 | 
						|
                info.mNormalMap = texture_;
 | 
						|
                info.mParallax = true;
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                texture_ = texture;
 | 
						|
                Misc::StringUtils::replaceLast(texture_, ".", mNormalMapPattern + ".");
 | 
						|
                if (mVFS->exists(texture_))
 | 
						|
                    info.mNormalMap = texture_;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (mAutoUseSpecularMaps)
 | 
						|
        {
 | 
						|
            std::string texture_ = texture;
 | 
						|
            Misc::StringUtils::replaceLast(texture_, ".", mSpecularMapPattern + ".");
 | 
						|
            if (mVFS->exists(texture_))
 | 
						|
            {
 | 
						|
                info.mDiffuseMap = texture_;
 | 
						|
                info.mSpecular = true;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        mLayerInfoMap[texture] = info;
 | 
						|
 | 
						|
        return info;
 | 
						|
    }
 | 
						|
 | 
						|
    float Storage::getCellWorldSize()
 | 
						|
    {
 | 
						|
        return static_cast<float>(ESM::Land::REAL_SIZE);
 | 
						|
    }
 | 
						|
 | 
						|
    int Storage::getCellVertices()
 | 
						|
    {
 | 
						|
        return ESM::Land::LAND_SIZE;
 | 
						|
    }
 | 
						|
 | 
						|
    int Storage::getBlendmapScale(float chunkSize)
 | 
						|
    {
 | 
						|
        return ESM::Land::LAND_TEXTURE_SIZE*chunkSize;
 | 
						|
    }
 | 
						|
 | 
						|
}
 |