#ifndef MWRENDER_TERRAINSTORAGE_H #define MWRENDER_TERRAINSTORAGE_H #include #include #include namespace MWRender { class TerrainStorage : public Terrain::Storage { private: virtual ESM::Land* getLand (int cellX, int cellY); virtual const ESM::LandTexture* getLandTexture(int index, short plugin); public: /// Get bounds of the whole terrain in cell units virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY); /// Get the minimum and maximum heights of a terrain chunk. /// @note Should only be called for chunks <= 1 cell, i.e. leafs of the quad tree. /// Larger chunks can simply merge AABB of children. /// @param size size of the chunk in cell units /// @param center center of the chunk in cell units /// @param min min height will be stored here /// @param max max height will be stored here /// @return true if there was data available for this terrain chunk virtual bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max); /// Fill vertex buffers for a terrain chunk. /// @param lodLevel LOD level, 0 = most detailed /// @param size size of the terrain chunk in cell units /// @param center center of the chunk in cell units /// @param vertexBuffer buffer to write vertices /// @param normalBuffer buffer to write vertex normals /// @param colourBuffer buffer to write vertex colours virtual void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center, Ogre::HardwareVertexBufferSharedPtr vertexBuffer, Ogre::HardwareVertexBufferSharedPtr normalBuffer, Ogre::HardwareVertexBufferSharedPtr colourBuffer); /// Create textures holding layer blend values for a terrain chunk. /// @note The terrain chunk shouldn't be larger than one cell since otherwise we might /// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used. /// @param chunkSize size of the terrain chunk in cell units /// @param chunkCenter center of the chunk in cell units /// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) - /// otherwise, each texture contains blend values for one layer only. Shader-based rendering /// can utilize packing, FFP can't. /// @param blendmaps created blendmaps will be written here /// @param layerList names of the layer textures used will be written here virtual void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack, std::vector& blendmaps, std::vector& layerList); virtual float getHeightAt (const Ogre::Vector3& worldPos); virtual Terrain::LayerInfo getDefaultLayer(); /// Get the transformation factor for mapping cell units to world units. virtual float getCellWorldSize(); /// Get the number of vertices on one side for each cell. Should be (power of two)+1 virtual int getCellVertices(); private: void fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row); void fixColour (Ogre::ColourValue& colour, int cellX, int cellY, int col, int row); void averageNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row); float getVertexHeight (const ESM::Land* land, int x, int y); // Since plugins can define new texture palettes, we need to know the plugin index too // in order to retrieve the correct texture name. // pair typedef std::pair UniqueTextureId; UniqueTextureId getVtexIndexAt(int cellX, int cellY, int x, int y); std::string getTextureName (UniqueTextureId id); std::map mLayerInfoMap; Terrain::LayerInfo getLayerInfo(const std::string& texture); }; } #endif