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49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
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#ifndef OPENMW_COMPONENTS_ESM3_LANDRECORDDATA_H
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#define OPENMW_COMPONENTS_ESM3_LANDRECORDDATA_H
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#include <cstdint>
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namespace ESM
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{
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struct LandRecordData
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{
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// number of vertices per side
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static constexpr unsigned sLandSize = 65;
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// total number of vertices
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static constexpr unsigned sLandNumVerts = sLandSize * sLandSize;
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// number of textures per side of land
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static constexpr unsigned sLandTextureSize = 16;
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// total number of textures per land
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static constexpr unsigned sLandNumTextures = sLandTextureSize * sLandTextureSize;
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// Initial reference height for the first vertex, only needed for filling mHeights
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float mHeightOffset = 0;
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// Height in world space for each vertex
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float mHeights[sLandNumVerts];
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float mMinHeight = 0;
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float mMaxHeight = 0;
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// 24-bit normals, these aren't always correct though. Edge and corner normals may be garbage.
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std::int8_t mNormals[sLandNumVerts * 3];
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// 2D array of texture indices. An index can be used to look up an LandTexture,
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// but to do so you must subtract 1 from the index first!
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// An index of 0 indicates the default texture.
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std::uint16_t mTextures[sLandNumTextures];
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// 24-bit RGB color for each vertex
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std::uint8_t mColours[3 * sLandNumVerts];
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// ???
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std::uint16_t mUnk1 = 0;
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std::uint8_t mUnk2 = 0;
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int mDataLoaded = 0;
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};
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}
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#endif
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