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OpenMW/apps/openmw/mwrender/terrainstorage.cpp
florent.teppe 1b718f09c5 adding worldspace info to terrain data structures
Rendering manager can have multiple terrain, one for each queried worldspace
Terrain::World has a worldspace member
storage functions require a worldspace parameter.
2023-05-29 11:31:37 +02:00

81 lines
2.6 KiB
C++

#include "terrainstorage.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/esmstore.hpp"
#include "landmanager.hpp"
namespace MWRender
{
TerrainStorage::TerrainStorage(Resource::ResourceSystem* resourceSystem, const std::string& normalMapPattern,
const std::string& normalHeightMapPattern, bool autoUseNormalMaps, const std::string& specularMapPattern,
bool autoUseSpecularMaps)
: ESMTerrain::Storage(resourceSystem->getVFS(), normalMapPattern, normalHeightMapPattern, autoUseNormalMaps,
specularMapPattern, autoUseSpecularMaps)
, mLandManager(new LandManager(
ESM::Land::DATA_VCLR | ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML | ESM::Land::DATA_VTEX))
, mResourceSystem(resourceSystem)
{
mResourceSystem->addResourceManager(mLandManager.get());
}
TerrainStorage::~TerrainStorage()
{
mResourceSystem->removeResourceManager(mLandManager.get());
}
bool TerrainStorage::hasData(ESM::ExteriorCellLocation cellLocation)
{
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
const ESM::Land* land = esmStore.get<ESM::Land>().search(cellLocation.mX, cellLocation.mY);
return land != nullptr;
}
void TerrainStorage::getBounds(float& minX, float& maxX, float& minY, float& maxY)
{
minX = 0;
minY = 0;
maxX = 0;
maxY = 0;
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
MWWorld::Store<ESM::Land>::iterator it = esmStore.get<ESM::Land>().begin();
for (; it != esmStore.get<ESM::Land>().end(); ++it)
{
if (it->mX < minX)
minX = static_cast<float>(it->mX);
if (it->mX > maxX)
maxX = static_cast<float>(it->mX);
if (it->mY < minY)
minY = static_cast<float>(it->mY);
if (it->mY > maxY)
maxY = static_cast<float>(it->mY);
}
// since grid coords are at cell origin, we need to add 1 cell
maxX += 1;
maxY += 1;
}
LandManager* TerrainStorage::getLandManager() const
{
return mLandManager.get();
}
osg::ref_ptr<const ESMTerrain::LandObject> TerrainStorage::getLand(ESM::ExteriorCellLocation cellLocation)
{
return mLandManager->getLand(cellLocation);
}
const ESM::LandTexture* TerrainStorage::getLandTexture(int index, short plugin)
{
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
return esmStore.get<ESM::LandTexture>().search(index, plugin);
}
}