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			152 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_ESM_TERRAIN_STORAGE_H
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| #define COMPONENTS_ESM_TERRAIN_STORAGE_H
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| 
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| #include <cassert>
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| #include <mutex>
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| 
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| #include <components/terrain/storage.hpp>
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| 
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| #include <components/esm3/loadland.hpp>
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| #include <components/esm3/loadltex.hpp>
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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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| 
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| namespace ESMTerrain
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| {
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| 
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|     class LandCache;
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| 
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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();
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|         LandObject(const ESM::Land* land, int loadFlags);
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|         LandObject(const LandObject& copy, const osg::CopyOp& copyop);
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|         virtual ~LandObject();
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| 
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|         META_Object(ESMTerrain, LandObject)
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| 
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|         inline const ESM::Land::LandData* getData(int flags) const
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|         {
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|             if ((mData.mDataLoaded & flags) != flags)
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|                 return nullptr;
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|             return &mData;
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|         }
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|         inline int getPlugin() const { return mLand->getPlugin(); }
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| 
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|     private:
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|         const ESM::Land* mLand;
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|         int mLoadFlags;
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| 
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|         ESM::Land::LandData mData;
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|     };
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| 
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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, const std::string& normalMapPattern = "",
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|             const std::string& normalHeightMapPattern = "", bool autoUseNormalMaps = false,
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|             const std::string& specularMapPattern = "", bool autoUseSpecularMaps = false);
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| 
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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(int cellX, int cellY) = 0;
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|         virtual const ESM::LandTexture* getLandTexture(int index, short 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) override = 0;
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| 
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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(float size, const osg::Vec2f& center, float& min, float& max) override;
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| 
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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,
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|             osg::ref_ptr<osg::Vec3Array> positions, osg::ref_ptr<osg::Vec3Array> normals,
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|             osg::ref_ptr<osg::Vec4ubArray> colours) override;
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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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|         /// @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) override;
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| 
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|         float getHeightAt(const osg::Vec3f& worldPos) override;
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| 
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|         /// Get the transformation factor for mapping cell units to world units.
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|         float getCellWorldSize() override;
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| 
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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() override;
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| 
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|         int getBlendmapScale(float chunkSize) override;
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| 
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|         float getVertexHeight(const ESM::Land::LandData* data, int x, int y)
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|         {
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|             assert(x < ESM::Land::LAND_SIZE);
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|             assert(y < ESM::Land::LAND_SIZE);
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|             return data->mHeights[y * ESM::Land::LAND_SIZE + x];
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|         }
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| 
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|     private:
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|         const VFS::Manager* mVFS;
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| 
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|         inline void fixNormal(osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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|         inline void fixColour(osg::Vec4ub& colour, int cellX, int cellY, int col, int row, LandCache& cache);
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|         inline void averageNormal(osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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| 
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|         inline const LandObject* getLand(int cellX, int cellY, LandCache& cache);
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| 
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|         virtual bool useAlteration() const { return false; }
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|         virtual void adjustColor(int col, int row, const ESM::Land::LandData* heightData, osg::Vec4ub& color) const;
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|         virtual float getAlteredHeight(int col, int row) const;
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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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|         inline UniqueTextureId getVtexIndexAt(int cellX, int cellY, int x, int y, LandCache&);
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|         std::string getTextureName(UniqueTextureId id);
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| 
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|         std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
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|         std::mutex mLayerInfoMutex;
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| 
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|         std::string mNormalMapPattern;
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|         std::string mNormalHeightMapPattern;
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|         bool mAutoUseNormalMaps;
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| 
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|         std::string mSpecularMapPattern;
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|         bool mAutoUseSpecularMaps;
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| 
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|         Terrain::LayerInfo getLayerInfo(const std::string& texture);
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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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