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			96 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
	
		
			4.2 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 <components/esm/refid.hpp>
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#include <components/esm/util.hpp>
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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, ESM::RefId worldspace) = 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(ESM::ExteriorCellLocation cellLocation)
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        {
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            float dummy;
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            return getMinMaxHeights(
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                1, osg::Vec2f(cellLocation.mX + 0.5, cellLocation.mY + 0.5), cellLocation.mWorldspace, 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(
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            float size, const osg::Vec2f& center, ESM::RefId worldspace, float& min, float& max)
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            = 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, ESM::RefId worldspace,
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            osg::Vec3Array& positions, osg::Vec3Array& normals, 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(float chunkSize, const osg::Vec2f& chunkCenter, ImageVector& blendmaps,
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            std::vector<LayerInfo>& layerList, ESM::RefId worldspace)
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            = 0;
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        virtual float getHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) = 0;
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        /// Get the transformation factor for mapping cell units to world units.
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        virtual float getCellWorldSize(ESM::RefId worldspace) = 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(ESM::RefId worldspace) = 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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