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refactored loading of land data
This commit is contained in:
parent
b3fdf92d2b
commit
69b9eadb52
@ -841,19 +841,13 @@ void Record<ESM::Land>::print()
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std::cout << " Flags: " << landFlags(mData.mFlags) << std::endl;
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std::cout << " DataTypes: " << mData.mDataTypes << std::endl;
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// Seems like this should done with reference counting in the
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// loader to me. But I'm not really knowledgable about this
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// record type yet. --Cory
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bool wasLoaded = (mData.mDataLoaded != 0);
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if (mData.mDataTypes) mData.loadData(mData.mDataTypes);
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if (mData.mDataLoaded)
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if (const ESM::Land::LandData *data = mData.getLandData (mData.mDataTypes))
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{
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std::cout << " Height Offset: " << mData.mLandData->mHeightOffset << std::endl;
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std::cout << " Height Offset: " << data->mHeightOffset << std::endl;
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// Lots of missing members.
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std::cout << " Unknown1: " << mData.mLandData->mUnk1 << std::endl;
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std::cout << " Unknown2: " << mData.mLandData->mUnk2 << std::endl;
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std::cout << " Unknown1: " << data->mUnk1 << std::endl;
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std::cout << " Unknown2: " << data->mUnk2 << std::endl;
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}
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if (!wasLoaded) mData.unloadData();
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}
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template<>
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@ -421,8 +421,9 @@ void CSMDoc::WriteLandCollectionStage::perform (int stage, Messages& messages)
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mState.getWriter().startRecord (record.mLand->sRecordId);
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record.mLand->save (mState.getWriter());
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if(record.mLand->mLandData)
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record.mLand->mLandData->save (mState.getWriter());
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if (const ESM::Land::LandData *data = record.mLand->getLandData (record.mLand->mDataTypes))
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data->save (mState.getWriter());
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mState.getWriter().endRecord (record.mLand->sRecordId);
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}
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@ -130,7 +130,7 @@ void CSMTools::ListLandTexturesMergeStage::perform (int stage, CSMDoc::Messages&
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land.loadData (ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML |
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ESM::Land::DATA_VCLR | ESM::Land::DATA_VTEX | ESM::Land::DATA_WNAM);
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if (land.mLandData && land.mDataLoaded & ESM::Land::DATA_VTEX)
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if (const ESM::Land::LandData *data = land.getLandData (ESM::Land::DATA_VTEX))
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{
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// list texture indices
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std::pair<uint16_t, int> key;
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@ -138,7 +138,7 @@ void CSMTools::ListLandTexturesMergeStage::perform (int stage, CSMDoc::Messages&
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for (int i=0; i<ESM::Land::LAND_NUM_TEXTURES; ++i)
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{
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key.first = land.mLandData->mTextures[i];
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key.first = data->mTextures[i];
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mState.mTextureIndices[key] = -1;
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}
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@ -156,6 +156,9 @@ namespace MWRender
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land->loadData(mask);
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}
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const ESM::Land::LandData *landData =
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land ? land->getLandData (ESM::Land::DATA_WNAM) : 0;
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for (int cellY=0; cellY<mCellSize; ++cellY)
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{
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for (int cellX=0; cellX<mCellSize; ++cellX)
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@ -163,15 +166,14 @@ namespace MWRender
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int vertexX = static_cast<int>(float(cellX)/float(mCellSize) * 9);
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int vertexY = static_cast<int>(float(cellY) / float(mCellSize) * 9);
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int texelX = (x-mMinX) * mCellSize + cellX;
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int texelY = (mHeight-1) - ((y-mMinY) * mCellSize + cellY);
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unsigned char r,g,b;
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float y = 0;
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if (land && land->mDataTypes & ESM::Land::DATA_WNAM)
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y = (land->mLandData->mWnam[vertexY * 9 + vertexX] << 4) / 2048.f;
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if (landData)
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y = (landData->mWnam[vertexY * 9 + vertexX] << 4) / 2048.f;
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else
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y = (SCHAR_MIN << 4) / 2048.f;
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if (y < 0)
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@ -250,9 +250,9 @@ namespace MWWorld
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// Actually only VHGT is needed here, but we'll need the rest for rendering anyway.
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// Load everything now to reduce IO overhead.
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const int flags = ESM::Land::DATA_VCLR|ESM::Land::DATA_VHGT|ESM::Land::DATA_VNML|ESM::Land::DATA_VTEX;
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if (!land->isDataLoaded(flags))
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land->loadData(flags);
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mPhysics->addHeightField (land->mLandData->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(),
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const ESM::Land::LandData *data = land->getLandData (flags);
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mPhysics->addHeightField (data->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(),
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worldsize / (verts-1), verts);
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}
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}
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@ -10,7 +10,7 @@ namespace ESM
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{
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unsigned int Land::sRecordId = REC_LAND;
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void Land::LandData::save(ESMWriter &esm)
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void Land::LandData::save(ESMWriter &esm) const
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{
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if (mDataTypes & Land::DATA_VNML) {
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esm.writeHNT("VNML", mNormals, sizeof(mNormals));
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@ -55,7 +55,7 @@ void Land::LandData::save(ESMWriter &esm)
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}
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}
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void Land::LandData::transposeTextureData(uint16_t *in, uint16_t *out)
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void Land::LandData::transposeTextureData(const uint16_t *in, uint16_t *out)
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{
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int readPos = 0; //bit ugly, but it works
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for ( int y1 = 0; y1 < 4; y1++ )
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@ -139,7 +139,7 @@ void Land::save(ESMWriter &esm) const
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esm.writeHNT("DATA", mFlags);
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}
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void Land::loadData(int flags)
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void Land::loadData(int flags) const
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{
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// Try to load only available data
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flags = flags & mDataTypes;
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@ -201,7 +201,7 @@ void Land::unloadData()
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}
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}
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bool Land::condLoad(int flags, int dataFlag, void *ptr, unsigned int size)
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bool Land::condLoad(int flags, int dataFlag, void *ptr, unsigned int size) const
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{
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if ((mDataLoaded & dataFlag) == 0 && (flags & dataFlag) != 0) {
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mEsm->getHExact(ptr, size);
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@ -242,4 +242,18 @@ bool Land::isDataLoaded(int flags) const
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std::swap (mDataLoaded, land.mDataLoaded);
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std::swap (mLandData, land.mLandData);
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}
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const Land::LandData *Land::getLandData (int flags) const
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{
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if (!(flags & mDataTypes))
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return 0;
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loadData (flags);
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return mLandData;
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}
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const Land::LandData *Land::getLandData() const
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{
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return mLandData;
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}
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}
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@ -35,7 +35,6 @@ struct Land
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ESM_Context mContext;
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int mDataTypes;
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int mDataLoaded;
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enum
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{
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@ -91,12 +90,10 @@ struct Land
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short mUnk1;
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uint8_t mUnk2;
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void save(ESMWriter &esm);
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static void transposeTextureData(uint16_t *in, uint16_t *out);
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void save(ESMWriter &esm) const;
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static void transposeTextureData(const uint16_t *in, uint16_t *out);
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};
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LandData *mLandData;
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void load(ESMReader &esm);
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void save(ESMWriter &esm) const;
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@ -105,7 +102,7 @@ struct Land
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/**
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* Actually loads data
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*/
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void loadData(int flags);
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void loadData(int flags) const;
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/**
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* Frees memory allocated for land data
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@ -122,12 +119,24 @@ struct Land
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void swap (Land& land);
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/// Return land data with at least the data types specified in \a flags loaded (if they
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/// are available). Will return a 0-pointer if there is no data for any of the
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/// specified types.
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const LandData *getLandData (int flags) const;
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/// Return land data without loading first anything. Can return a 0-pointer.
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const LandData *getLandData() const;
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private:
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/// Loads data and marks it as loaded
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/// \return true if data is actually loaded from file, false otherwise
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/// including the case when data is already loaded
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bool condLoad(int flags, int dataFlag, void *ptr, unsigned int size);
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bool condLoad(int flags, int dataFlag, void *ptr, unsigned int size) const;
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mutable int mDataLoaded;
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mutable LandData *mLandData;
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};
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}
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@ -18,6 +18,14 @@ namespace ESMTerrain
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{
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}
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const ESM::Land::LandData *Storage::getLandData (int cellX, int cellY, int flags)
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{
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if (const ESM::Land *land = getLand (cellX, cellY))
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return land->getLandData (flags);
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return 0;
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}
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bool Storage::getMinMaxHeights(float size, const osg::Vec2f ¢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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@ -32,24 +40,25 @@ namespace ESMTerrain
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int cellX = static_cast<int>(origin.x());
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int cellY = static_cast<int>(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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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VHGT))
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{
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for (int col=0; col<ESM::Land::LAND_SIZE; ++col)
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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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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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for (int col=0; col<ESM::Land::LAND_SIZE; ++col)
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{
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float h = data->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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return true;
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return false;
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}
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void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row)
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@ -74,12 +83,12 @@ namespace ESMTerrain
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--cellX;
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row += ESM::Land::LAND_SIZE-1;
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}
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const ESM::Land* land = getLand(cellX, cellY);
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if (land && land->mDataTypes&ESM::Land::DATA_VNML)
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, 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.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
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normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
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normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
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normal.normalize();
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}
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else
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@ -109,12 +118,12 @@ namespace ESMTerrain
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++cellX;
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row = 0;
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}
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const ESM::Land* land = getLand(cellX, cellY);
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if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, 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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color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
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color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
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color.b() = data->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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@ -158,9 +167,9 @@ namespace ESMTerrain
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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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const 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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const ESM::Land::LandData *heightData = getLandData (cellX, cellY, ESM::Land::DATA_VHGT);
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const ESM::Land::LandData *normalData = getLandData (cellX, cellY, ESM::Land::DATA_VNML);
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const ESM::Land::LandData *colourData = getLandData (cellX, cellY, ESM::Land::DATA_VCLR);
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int rowStart = 0;
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int colStart = 0;
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@ -177,20 +186,22 @@ namespace ESMTerrain
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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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int arrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
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float height = -2048;
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if (land)
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height = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE + row];
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if (heightData)
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height = heightData->mHeights[col*ESM::Land::LAND_SIZE + row];
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(*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
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= osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * 8192,
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(vertY / float(numVerts - 1) - 0.5f) * size * 8192,
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height);
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if (land && land->mDataTypes&ESM::Land::DATA_VNML)
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if (normalData)
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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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for (int i=0; i<3; ++i)
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normal[i] = normalData->mNormals[arrayIndex+i];
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normal.normalize();
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}
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else
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@ -208,11 +219,10 @@ namespace ESMTerrain
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(*normals)[static_cast<unsigned int>(vertX*numVerts + vertY)] = normal;
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if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
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if (colourData)
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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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for (int i=0; i<3; ++i)
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color[i] = colourData->mColours[arrayIndex+i] / 255.f;
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}
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else
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{
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@ -262,13 +272,12 @@ namespace ESMTerrain
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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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const ESM::Land* land = getLand(cellX, cellY);
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if (land && (land->mDataTypes&ESM::Land::DATA_VTEX))
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, 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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int tex = data->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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return std::make_pair(tex, getLand (cellX, cellY)->mPlugin);
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}
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else
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return std::make_pair(0,0);
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@ -447,7 +456,7 @@ namespace ESMTerrain
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{
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assert(x < ESM::Land::LAND_SIZE);
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assert(y < ESM::Land::LAND_SIZE);
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return land->mLandData->mHeights[y * ESM::Land::LAND_SIZE + x];
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return land->getLandData()->mHeights[y * ESM::Land::LAND_SIZE + x];
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}
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Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
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@ -21,12 +21,17 @@ namespace ESMTerrain
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private:
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// Not implemented in this class, because we need different Store implementations for game and editor
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virtual const ESM::Land* getLand (int cellX, int cellY) = 0;
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virtual const 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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public:
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Storage(const VFS::Manager* vfs);
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/// Data is loaded first, if necessary. Will return a 0-pointer if there is no data for
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/// any of the data types specified via \a flags. Will also return a 0-pointer if there
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/// is no land record for the coordinates \a cellX / \a cellY.
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const ESM::Land::LandData *getLandData (int cellX, int cellY, int flags);
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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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Reference in New Issue
Block a user