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Merge pull request #2234 from Capostrophic/terrain
Some more improvements from bzzt's branch
This commit is contained in:
commit
ab69ad65ed
@ -46,19 +46,6 @@ namespace ESMTerrain
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{
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}
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const ESM::Land::LandData *LandObject::getData(int flags) const
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{
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if ((mData.mDataLoaded & flags) != flags)
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return nullptr;
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return &mData;
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}
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int LandObject::getPlugin() const
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{
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return mLand->mPlugin;
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}
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const float defaultHeight = ESM::Land::DEFAULT_HEIGHT;
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Storage::Storage(const VFS::Manager *vfs, const std::string& normalMapPattern, const std::string& normalHeightMapPattern, bool autoUseNormalMaps, const std::string& specularMapPattern, bool autoUseSpecularMaps)
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@ -158,7 +145,7 @@ namespace ESMTerrain
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normal.normalize();
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}
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void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row, LandCache& cache)
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void Storage::fixColour (osg::Vec4ub& color, int cellX, int cellY, int col, int row, LandCache& cache)
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{
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if (col == ESM::Land::LAND_SIZE-1)
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{
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@ -175,22 +162,22 @@ namespace ESMTerrain
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const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0;
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if (data)
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{
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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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color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3];
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color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1];
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color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2];
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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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color.r() = 255;
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color.g() = 255;
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color.b() = 255;
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}
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}
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void Storage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
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osg::ref_ptr<osg::Vec3Array> positions,
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osg::ref_ptr<osg::Vec3Array> normals,
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osg::ref_ptr<osg::Vec4Array> colours)
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osg::ref_ptr<osg::Vec4ubArray> 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 = static_cast<size_t>(1) << lodLevel;
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@ -207,7 +194,7 @@ namespace ESMTerrain
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colours->resize(numVerts*numVerts);
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osg::Vec3f normal;
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osg::Vec4f color;
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osg::Vec4ub color;
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float vertY = 0;
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float vertX = 0;
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@ -295,20 +282,20 @@ namespace ESMTerrain
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if (colourData)
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{
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for (int i=0; i<3; ++i)
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color[i] = colourData->mColours[srcArrayIndex+i] / 255.f;
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color[i] = colourData->mColours[srcArrayIndex+i];
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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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color.r() = 255;
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color.g() = 255;
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color.b() = 255;
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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, cache);
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color.a() = 1;
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color.a() = 255;
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(*colours)[static_cast<unsigned int>(vertX*numVerts + vertY)] = color;
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@ -29,8 +29,17 @@ namespace ESMTerrain
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META_Object(ESMTerrain, LandObject)
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const ESM::Land::LandData* getData(int flags) const;
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int getPlugin() const;
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inline const ESM::Land::LandData* getData(int flags) const
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{
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if ((mData.mDataLoaded & flags) != flags)
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return nullptr;
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return &mData;
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}
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inline int getPlugin() const
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{
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return mLand->mPlugin;
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}
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private:
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const ESM::Land* mLand;
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@ -75,7 +84,7 @@ namespace ESMTerrain
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virtual void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
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osg::ref_ptr<osg::Vec3Array> positions,
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osg::ref_ptr<osg::Vec3Array> normals,
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osg::ref_ptr<osg::Vec4Array> colours);
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osg::ref_ptr<osg::Vec4ubArray> colours);
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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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@ -105,21 +114,20 @@ namespace ESMTerrain
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private:
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const VFS::Manager* mVFS;
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void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row, LandCache& cache);
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void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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inline void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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inline void fixColour (osg::Vec4ub& colour, int cellX, int cellY, int col, int row, LandCache& cache);
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inline void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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float getVertexHeight (const ESM::Land::LandData* data, int x, int y);
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inline float getVertexHeight (const ESM::Land::LandData* data, int x, int y);
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const LandObject* getLand(int cellX, int cellY, LandCache& cache);
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inline const LandObject* getLand(int cellX, int cellY, LandCache& cache);
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// Since plugins can define new texture palettes, we need to know the plugin index too
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// in order to retrieve the correct texture name.
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// pair <texture id, plugin id>
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typedef std::pair<short, short> UniqueTextureId;
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UniqueTextureId getVtexIndexAt(int cellX, int cellY,
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int x, int y, LandCache&);
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inline UniqueTextureId getVtexIndexAt(int cellX, int cellY, int x, int y, LandCache&);
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std::string getTextureName (UniqueTextureId id);
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std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
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@ -172,7 +172,8 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
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osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array);
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osg::ref_ptr<osg::Vec4ubArray> colors (new osg::Vec4ubArray);
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colors->setNormalize(true);
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osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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positions->setVertexBufferObject(vbo);
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@ -52,7 +52,7 @@ namespace Terrain
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virtual void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
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osg::ref_ptr<osg::Vec3Array> positions,
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osg::ref_ptr<osg::Vec3Array> normals,
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osg::ref_ptr<osg::Vec4Array> colours) = 0;
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osg::ref_ptr<osg::Vec4ubArray> colours) = 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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