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OpenMW/components/esm3/landrecorddata.hpp

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