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167 lines
6.7 KiB
C++
167 lines
6.7 KiB
C++
#ifndef OPENMW_COMPONENTS_ESMTERRAIN_STORAGE_H
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#define OPENMW_COMPONENTS_ESMTERRAIN_STORAGE_H
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#include <cassert>
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#include <mutex>
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#include <components/terrain/storage.hpp>
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#include <components/esm/esmterrain.hpp>
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#include <components/esm/exteriorcelllocation.hpp>
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#include <components/esm3/loadltex.hpp>
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namespace ESM4
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{
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struct Land;
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}
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namespace ESM
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{
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class LandData;
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}
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namespace VFS
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{
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class Manager;
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}
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namespace ESMTerrain
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{
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class LandCache;
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/// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is
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/// still in use
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class LandObject : public osg::Object
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{
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public:
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LandObject() = default;
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LandObject(const ESM::Land& land, int loadFlags);
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LandObject(const ESM4::Land& land, int loadFlags);
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META_Object(ESMTerrain, LandObject)
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const ESM::LandData* getData(int flags) const
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{
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if ((mData.getLoadFlags() & flags) != flags)
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return nullptr;
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return &mData;
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}
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int getPlugin() const { return mData.getPlugin(); }
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private:
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ESM::LandData mData;
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LandObject(const LandObject& copy, const osg::CopyOp& copyOp);
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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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using UniqueTextureId = std::pair<std::uint16_t, int>;
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/// @brief Feeds data from ESM terrain records (ESM::Land, ESM::LandTexture)
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/// into the terrain component, converting it on the fly as needed.
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class Storage : public Terrain::Storage
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{
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public:
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Storage(const VFS::Manager* vfs, std::string_view normalMapPattern = {},
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std::string_view normalHeightMapPattern = {}, bool autoUseNormalMaps = false,
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std::string_view specularMapPattern = {}, bool autoUseSpecularMaps = false);
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// Not implemented in this class, because we need different Store implementations for game and editor
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virtual osg::ref_ptr<const LandObject> getLand(ESM::ExteriorCellLocation cellLocation) = 0;
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virtual const std::string* getLandTexture(std::uint16_t index, int plugin) = 0;
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/// Get bounds of the whole terrain in cell units
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void getBounds(float& minX, float& maxX, float& minY, float& maxY, ESM::RefId worldspace) override = 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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bool getMinMaxHeights(
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float size, const osg::Vec2f& center, ESM::RefId worldspace, float& min, float& max) override;
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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 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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void fillVertexBuffers(int lodLevel, float size, const osg::Vec2f& center, ESM::RefId worldspace,
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osg::Vec3Array& positions, osg::Vec3Array& normals, osg::Vec4ubArray& colours) override;
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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.
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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 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 osg::Vec2f& chunkCenter, ImageVector& blendmaps,
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std::vector<Terrain::LayerInfo>& layerList, ESM::RefId worldspace) override;
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float getHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) override;
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/// Get the transformation factor for mapping cell units to world units.
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float getCellWorldSize(ESM::RefId worldspace) override;
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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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int getCellVertices(ESM::RefId worldspace) override;
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int getBlendmapScale(float chunkSize) override;
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float getVertexHeight(const ESM::LandData* data, int x, int y)
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{
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const int landSize = data->getLandSize();
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assert(x < landSize);
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assert(y < landSize);
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return data->getHeights()[y * landSize + x];
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}
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private:
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const VFS::Manager* mVFS;
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inline void fixNormal(
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osg::Vec3f& normal, ESM::ExteriorCellLocation cellLocation, int col, int row, LandCache& cache);
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inline void fixColour(
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osg::Vec4ub& colour, ESM::ExteriorCellLocation cellLocation, int col, int row, LandCache& cache);
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inline void averageNormal(
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osg::Vec3f& normal, ESM::ExteriorCellLocation cellLocation, int col, int row, LandCache& cache);
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inline const LandObject* getLand(ESM::ExteriorCellLocation cellLocation, LandCache& cache);
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virtual bool useAlteration() const { return false; }
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virtual void adjustColor(int col, int row, const ESM::LandData* heightData, osg::Vec4ub& color) const;
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virtual float getAlteredHeight(int col, int row) const;
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std::string getTextureName(UniqueTextureId id);
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std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
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std::mutex mLayerInfoMutex;
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std::string mNormalMapPattern;
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std::string mNormalHeightMapPattern;
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bool mAutoUseNormalMaps;
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std::string mSpecularMapPattern;
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bool mAutoUseSpecularMaps;
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Terrain::LayerInfo getLayerInfo(const std::string& texture);
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};
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}
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#endif
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