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			529 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			529 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "storage.hpp"
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#include <OgreVector2.h>
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#include <OgreTextureManager.h>
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#include <OgreStringConverter.h>
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#include <OgreRenderSystem.h>
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#include <OgreResourceGroupManager.h>
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#include <OgreResourceBackgroundQueue.h>
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#include <OgreRoot.h>
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#include <boost/algorithm/string.hpp>
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#include <components/terrain/quadtreenode.hpp>
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#include <components/misc/resourcehelpers.hpp>
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namespace ESMTerrain
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{
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    bool Storage::getMinMaxHeights(float size, const Ogre::Vector2 ¢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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        /// \todo investigate if min/max heights should be stored at load time in ESM::Land instead
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        Ogre::Vector2 origin = center - Ogre::Vector2(size/2.f, size/2.f);
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        assert(origin.x == (int) origin.x);
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        assert(origin.y == (int) origin.y);
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        int cellX = origin.x;
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        int cellY = origin.y;
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        const ESM::Land* land = getLand(cellX, cellY);
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        if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
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            return false;
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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=0; row<ESM::Land::LAND_SIZE; ++row)
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        {
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            for (int col=0; col<ESM::Land::LAND_SIZE; ++col)
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            {
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                float h = land->mLandData->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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    void Storage::fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row)
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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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        ESM::Land* land = getLand(cellX, cellY);
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        if (land && land->mDataTypes&ESM::Land::DATA_VNML)
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        {
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            normal.x = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
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            normal.y = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
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            normal.z = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
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            normal.normalise();
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        }
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        else
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            normal = Ogre::Vector3(0,0,1);
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    }
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    void Storage::averageNormal(Ogre::Vector3 &normal, int cellX, int cellY, int col, int row)
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    {
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        Ogre::Vector3 n1,n2,n3,n4;
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        fixNormal(n1, cellX, cellY, col+1, row);
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        fixNormal(n2, cellX, cellY, col-1, row);
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        fixNormal(n3, cellX, cellY, col, row+1);
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        fixNormal(n4, cellX, cellY, col, row-1);
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        normal = (n1+n2+n3+n4);
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        normal.normalise();
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    }
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    void Storage::fixColour (Ogre::ColourValue& color, int cellX, int cellY, int col, int row)
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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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        ESM::Land* land = getLand(cellX, cellY);
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        if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
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        {
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            color.r = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
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            color.g = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
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            color.b = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
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        }
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        else
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        {
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            color.r = 1;
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            color.g = 1;
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            color.b = 1;
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        }
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    }
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    void Storage::fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center, Terrain::Alignment align,
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                                            std::vector<float>& positions,
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                                            std::vector<float>& normals,
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                                            std::vector<Ogre::uint8>& 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 = 1 << lodLevel;
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        Ogre::Vector2 origin = center - Ogre::Vector2(size/2.f, size/2.f);
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        assert(origin.x == (int) origin.x);
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        assert(origin.y == (int) origin.y);
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        int startX = origin.x;
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        int startY = origin.y;
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        size_t numVerts = size*(ESM::Land::LAND_SIZE-1)/increment + 1;
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        colours.resize(numVerts*numVerts*4);
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        positions.resize(numVerts*numVerts*3);
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        normals.resize(numVerts*numVerts*3);
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        Ogre::Vector3 normal;
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        Ogre::ColourValue color;
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        float vertY = 0;
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        float vertX = 0;
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        float vertY_ = 0; // of current cell corner
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        for (int cellY = startY; cellY < startY + 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 = startX; cellX < startX + std::ceil(size); ++cellX)
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            {
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                ESM::Land* land = getLand(cellX, cellY);
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                if (land && !(land->mDataTypes&ESM::Land::DATA_VHGT))
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                    land = NULL;
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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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                if (colStart == 0 && vertY_ != 0)
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                    colStart += increment;
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                if (rowStart == 0 && vertX_ != 0)
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                    rowStart += increment;
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                vertY = vertY_;
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                for (int col=colStart; col<ESM::Land::LAND_SIZE; col += increment)
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                {
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                    vertX = vertX_;
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                    for (int row=rowStart; row<ESM::Land::LAND_SIZE; row += increment)
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                    {
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                        positions[vertX*numVerts*3 + vertY*3] = ((vertX/float(numVerts-1)-0.5) * size * 8192);
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                        positions[vertX*numVerts*3 + vertY*3 + 1] = ((vertY/float(numVerts-1)-0.5) * size * 8192);
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                        if (land)
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                            positions[vertX*numVerts*3 + vertY*3 + 2] = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE+row];
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                        else
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                            positions[vertX*numVerts*3 + vertY*3 + 2] = -2048;
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                        if (land && land->mDataTypes&ESM::Land::DATA_VNML)
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                        {
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                            normal.x = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
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                            normal.y = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
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                            normal.z = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
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                            normal.normalise();
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                        }
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                        else
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                            normal = Ogre::Vector3(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);
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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);
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                        assert(normal.z > 0);
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                        normals[vertX*numVerts*3 + vertY*3] = normal.x;
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                        normals[vertX*numVerts*3 + vertY*3 + 1] = normal.y;
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                        normals[vertX*numVerts*3 + vertY*3 + 2] = normal.z;
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                        if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
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                        {
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                            color.r = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
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                            color.g = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
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                            color.b = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
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                        }
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                        else
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                        {
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                            color.r = 1;
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                            color.g = 1;
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                            color.b = 1;
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                        }
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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);
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                        color.a = 1;
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                        Ogre::uint32 rsColor;
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                        Ogre::Root::getSingleton().getRenderSystem()->convertColourValue(color, &rsColor);
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                        memcpy(&colours[vertX*numVerts*4 + vertY*4], &rsColor, sizeof(Ogre::uint32));
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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)
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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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        if (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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        ESM::Land* land = getLand(cellX, cellY);
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        if (land && (land->mDataTypes&ESM::Land::DATA_VTEX))
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        {
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            int tex = land->mLandData->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->mPlugin);
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        }
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        else
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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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        if (id.first == 0)
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            return "textures\\_land_default.dds"; // 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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        //TODO this is needed due to MWs messed up texture handling
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        std::string texture = Misc::ResourceHelpers::correctTexturePath(ltex->mTexture);
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        return texture;
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    }
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    void Storage::getBlendmaps (const std::vector<Terrain::QuadTreeNode*>& nodes, std::vector<Terrain::LayerCollection>& out, bool pack)
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    {
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        for (std::vector<Terrain::QuadTreeNode*>::const_iterator it = nodes.begin(); it != nodes.end(); ++it)
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        {
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            out.push_back(Terrain::LayerCollection());
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            out.back().mTarget = *it;
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            getBlendmapsImpl((*it)->getSize(), (*it)->getCenter(), pack, out.back().mBlendmaps, out.back().mLayers);
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        }
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    }
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    void Storage::getBlendmaps(float chunkSize, const Ogre::Vector2 &chunkCenter,
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        bool pack, std::vector<Ogre::PixelBox> &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
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    {
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        getBlendmapsImpl(chunkSize, chunkCenter, pack, blendmaps, layerList);
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    }
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    void Storage::getBlendmapsImpl(float chunkSize, const Ogre::Vector2 &chunkCenter,
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        bool pack, std::vector<Ogre::PixelBox> &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
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    {
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        // TODO - blending isn't completely right yet; the blending radius appears to be
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        // different at a cell transition (2 vertices, not 4), so we may need to create a larger blendmap
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        // and interpolate the rest of the cell by hand? :/
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        Ogre::Vector2 origin = chunkCenter - Ogre::Vector2(chunkSize/2.f, chunkSize/2.f);
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        int cellX = origin.x;
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        int cellY = origin.y;
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        // Save the used texture indices so we know the total number of textures
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        // and number of required blend maps
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        std::set<UniqueTextureId> textureIndices;
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        // Due to the way the blending works, the base layer will always shine through in between
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        // blend transitions (eg halfway between two texels, both blend values will be 0.5, so 25% of base layer visible).
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        // To get a consistent look, we need to make sure to use the same base layer in all cells.
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        // So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
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        textureIndices.insert(std::make_pair(0,0));
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        for (int y=0; y<ESM::Land::LAND_TEXTURE_SIZE+1; ++y)
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            for (int x=0; x<ESM::Land::LAND_TEXTURE_SIZE+1; ++x)
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            {
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                UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
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                textureIndices.insert(id);
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            }
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        // Makes sure the indices are sorted, or rather,
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        // retrieved as sorted. This is important to keep the splatting order
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        // consistent across cells.
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        std::map<UniqueTextureId, int> textureIndicesMap;
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        for (std::set<UniqueTextureId>::iterator it = textureIndices.begin(); it != textureIndices.end(); ++it)
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        {
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            int size = textureIndicesMap.size();
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            textureIndicesMap[*it] = size;
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            layerList.push_back(getLayerInfo(getTextureName(*it)));
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        }
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        int numTextures = textureIndices.size();
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        // numTextures-1 since the base layer doesn't need blending
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        int numBlendmaps = pack ? std::ceil((numTextures-1) / 4.f) : (numTextures-1);
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        int channels = pack ? 4 : 1;
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        // Second iteration - create and fill in the blend maps
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        const int blendmapSize = ESM::Land::LAND_TEXTURE_SIZE+1;
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        for (int i=0; i<numBlendmaps; ++i)
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        {
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            Ogre::PixelFormat format = pack ? Ogre::PF_A8B8G8R8 : Ogre::PF_A8;
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            Ogre::uchar* pData =
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                            OGRE_ALLOC_T(Ogre::uchar, blendmapSize*blendmapSize*channels, Ogre::MEMCATEGORY_GENERAL);
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            memset(pData, 0, blendmapSize*blendmapSize*channels);
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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, y);
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                    int layerIndex = textureIndicesMap.find(id)->second;
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                    int blendIndex = (pack ? std::floor((layerIndex-1)/4.f) : layerIndex-1);
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                    int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0;
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                    if (blendIndex == i)
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                        pData[y*blendmapSize*channels + x*channels + channel] = 255;
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                    else
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                        pData[y*blendmapSize*channels + x*channels + channel] = 0;
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                }
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            }
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            blendmaps.push_back(Ogre::PixelBox(blendmapSize, blendmapSize, 1, format, pData));
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        }
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    }
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    float Storage::getHeightAt(const Ogre::Vector3 &worldPos)
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    {
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        int cellX = std::floor(worldPos.x / 8192.f);
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        int cellY = std::floor(worldPos.y / 8192.f);
 | 
						|
 | 
						|
        ESM::Land* land = getLand(cellX, cellY);
 | 
						|
        if (!land)
 | 
						|
            return -2048;
 | 
						|
 | 
						|
        // Mostly lifted from Ogre::Terrain::getHeightAtTerrainPosition
 | 
						|
 | 
						|
        // Normalized position in the cell
 | 
						|
        float nX = (worldPos.x - (cellX * 8192))/8192.f;
 | 
						|
        float nY = (worldPos.y - (cellY * 8192))/8192.f;
 | 
						|
 | 
						|
        // 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
 | 
						|
        Ogre::Vector3 v0 (startXTS, startYTS, getVertexHeight(land, startX, startY) / 8192.f);
 | 
						|
        Ogre::Vector3 v1 (endXTS, startYTS, getVertexHeight(land, endX, startY) / 8192.f);
 | 
						|
        Ogre::Vector3 v2 (endXTS, endYTS, getVertexHeight(land, endX, endY) / 8192.f);
 | 
						|
        Ogre::Vector3 v3 (startXTS, endYTS, getVertexHeight(land, startX, endY) / 8192.f);
 | 
						|
        // define this plane in terrain space
 | 
						|
        Ogre::Plane plane;
 | 
						|
        // (At the moment, all rows have the same triangle alignment)
 | 
						|
        if (true)
 | 
						|
        {
 | 
						|
            // odd row
 | 
						|
            bool secondTri = ((1.0 - yParam) > xParam);
 | 
						|
            if (secondTri)
 | 
						|
                plane.redefine(v0, v1, v3);
 | 
						|
            else
 | 
						|
                plane.redefine(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.normal.x * nX
 | 
						|
                -plane.normal.y * nY
 | 
						|
                - plane.d) / plane.normal.z * 8192;
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    float Storage::getVertexHeight(const ESM::Land *land, int x, int y)
 | 
						|
    {
 | 
						|
        assert(x < ESM::Land::LAND_SIZE);
 | 
						|
        assert(y < ESM::Land::LAND_SIZE);
 | 
						|
        return land->mLandData->mHeights[y * ESM::Land::LAND_SIZE + x];
 | 
						|
    }
 | 
						|
 | 
						|
    Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
 | 
						|
    {
 | 
						|
        // Already have this cached?
 | 
						|
        if (mLayerInfoMap.find(texture) != mLayerInfoMap.end())
 | 
						|
            return mLayerInfoMap[texture];
 | 
						|
 | 
						|
        Terrain::LayerInfo info;
 | 
						|
        info.mParallax = false;
 | 
						|
        info.mSpecular = false;
 | 
						|
        info.mDiffuseMap = texture;
 | 
						|
        std::string texture_ = texture;
 | 
						|
        boost::replace_last(texture_, ".", "_nh.");
 | 
						|
 | 
						|
        if (Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(texture_))
 | 
						|
        {
 | 
						|
            info.mNormalMap = texture_;
 | 
						|
            info.mParallax = true;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            texture_ = texture;
 | 
						|
            boost::replace_last(texture_, ".", "_n.");
 | 
						|
            if (Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(texture_))
 | 
						|
                info.mNormalMap = texture_;
 | 
						|
        }
 | 
						|
 | 
						|
        texture_ = texture;
 | 
						|
        boost::replace_last(texture_, ".", "_diffusespec.");
 | 
						|
        if (Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(texture_))
 | 
						|
        {
 | 
						|
            info.mDiffuseMap = texture_;
 | 
						|
            info.mSpecular = true;
 | 
						|
        }
 | 
						|
 | 
						|
        // This wasn't cached, so the textures are probably not loaded either.
 | 
						|
        // Background load them so they are hopefully already loaded once we need them!
 | 
						|
        Ogre::ResourceBackgroundQueue::getSingleton().load("Texture", info.mDiffuseMap, "General");
 | 
						|
        if (!info.mNormalMap.empty())
 | 
						|
            Ogre::ResourceBackgroundQueue::getSingleton().load("Texture", info.mNormalMap, "General");
 | 
						|
 | 
						|
        mLayerInfoMap[texture] = info;
 | 
						|
 | 
						|
        return info;
 | 
						|
    }
 | 
						|
 | 
						|
    Terrain::LayerInfo Storage::getDefaultLayer()
 | 
						|
    {
 | 
						|
        Terrain::LayerInfo info;
 | 
						|
        info.mDiffuseMap = "textures\\_land_default.dds";
 | 
						|
        info.mParallax = false;
 | 
						|
        info.mSpecular = false;
 | 
						|
        return info;
 | 
						|
    }
 | 
						|
 | 
						|
    float Storage::getCellWorldSize()
 | 
						|
    {
 | 
						|
        return ESM::Land::REAL_SIZE;
 | 
						|
    }
 | 
						|
 | 
						|
    int Storage::getCellVertices()
 | 
						|
    {
 | 
						|
        return ESM::Land::LAND_SIZE;
 | 
						|
    }
 | 
						|
 | 
						|
}
 |