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92 lines
4.0 KiB
C++
92 lines
4.0 KiB
C++
#ifndef COMPONENTS_TERRAIN_STORAGE_H
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#define COMPONENTS_TERRAIN_STORAGE_H
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#include <vector>
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#include <osg/Array>
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#include <osg/Vec2f>
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#include <osg/Vec3f>
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#include <osg/ref_ptr>
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#include "defs.hpp"
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namespace osg
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{
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class Image;
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}
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namespace Terrain
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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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/// @note The implementation must be thread safe.
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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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public:
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/// Get bounds of the whole terrain in cell units
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virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) = 0;
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/// Return true if there is land data for this cell
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/// May be overriden for a faster implementation
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virtual bool hasData(int cellX, int cellY)
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{
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float dummy;
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return getMinMaxHeights(1, osg::Vec2f(cellX + 0.5, cellY + 0.5), dummy, dummy);
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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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virtual bool getMinMaxHeights(float size, const osg::Vec2f& center, float& min, float& max) = 0;
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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 returned colors need to be in render-system specific format! Use RenderSystem::convertColourValue.
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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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virtual 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)
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= 0;
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typedef std::vector<osg::ref_ptr<osg::Image>> ImageVector;
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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. Make sure to only call thread-safe functions from here!
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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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virtual void getBlendmaps(
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float chunkSize, const osg::Vec2f& chunkCenter, ImageVector& blendmaps, std::vector<LayerInfo>& layerList)
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= 0;
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virtual float getHeightAt(const osg::Vec3f& worldPos) = 0;
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/// Get the transformation factor for mapping cell units to world units.
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virtual float getCellWorldSize() = 0;
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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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virtual int getCellVertices() = 0;
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virtual int getBlendmapScale(float chunkSize) = 0;
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};
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}
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#endif
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