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			109 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
	
		
			5.1 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 <components/terrain/storage.hpp>
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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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| 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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|     /// @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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|     private:
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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 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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|         Storage(const VFS::Manager* vfs);
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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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|         /// 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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| 
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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);
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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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|         virtual void 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::Vec4Array> colours);
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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 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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|         virtual void getBlendmaps (float chunkSize, const osg::Vec2f& chunkCenter, bool pack,
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|                            ImageVector& blendmaps,
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|                            std::vector<Terrain::LayerInfo>& layerList);
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| 
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|         virtual float getHeightAt (const osg::Vec3f& worldPos);
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| 
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|         virtual Terrain::LayerInfo getDefaultLayer();
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| 
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|         /// Get the transformation factor for mapping cell units to world units.
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|         virtual float getCellWorldSize();
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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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|         virtual int getCellVertices();
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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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|         void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row);
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|         void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row);
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|         void averageNormal (osg::Vec3f& 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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|         std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
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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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