示例#1
0
    void Land::loadData(int flags) const
    {
        OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);

        // Try to load only available data
        flags = flags & mDataTypes;
        // Return if all required data is loaded
        if ((mDataLoaded & flags) == flags) {
            return;
        }
        // Create storage if nothing is loaded
        if (mLandData == NULL) {
            mLandData = new LandData;
            mLandData->mDataTypes = mDataTypes;
        }

        ESM::ESMReader reader;
        reader.restoreContext(mContext);

        if (reader.isNextSub("VNML")) {
            condLoad(reader, flags, DATA_VNML, mLandData->mNormals, sizeof(mLandData->mNormals));
        }

        if (reader.isNextSub("VHGT")) {
            static VHGT vhgt;
            if (condLoad(reader, flags, DATA_VHGT, &vhgt, sizeof(vhgt))) {
                float rowOffset = vhgt.mHeightOffset;
                for (int y = 0; y < LAND_SIZE; y++) {
                    rowOffset += vhgt.mHeightData[y * LAND_SIZE];

                    mLandData->mHeights[y * LAND_SIZE] = rowOffset * HEIGHT_SCALE;

                    float colOffset = rowOffset;
                    for (int x = 1; x < LAND_SIZE; x++) {
                        colOffset += vhgt.mHeightData[y * LAND_SIZE + x];
                        mLandData->mHeights[x + y * LAND_SIZE] = colOffset * HEIGHT_SCALE;
                    }
                }
                mLandData->mUnk1 = vhgt.mUnk1;
                mLandData->mUnk2 = vhgt.mUnk2;
            }
        }

        if (reader.isNextSub("WNAM")) {
            condLoad(reader, flags, DATA_WNAM, mLandData->mWnam, 81);
        }
        if (reader.isNextSub("VCLR"))
            condLoad(reader, flags, DATA_VCLR, mLandData->mColours, 3 * LAND_NUM_VERTS);
        if (reader.isNextSub("VTEX")) {
            static uint16_t vtex[LAND_NUM_TEXTURES];
            if (condLoad(reader, flags, DATA_VTEX, vtex, sizeof(vtex))) {
                LandData::transposeTextureData(vtex, mLandData->mTextures);
            }
        }
    }
示例#2
0
文件: loadland.cpp 项目: Aozi/openmw
/// \todo remove memory allocation when only defaults needed
void Land::loadData(int flags)
{
    // Try to load only available data
    int actual = flags & mDataTypes;
    // Return if all required data is loaded
    if (flags == 0 || (actual != 0 && (mDataLoaded & actual) == actual)) {
        return;
    }
    // Create storage if nothing is loaded
    if (mLandData == NULL) {
        mLandData = new LandData;
        mLandData->mDataTypes = mDataTypes;
    }
    mEsm->restoreContext(mContext);

    memset(mLandData->mNormals, 0, sizeof(mLandData->mNormals));

    if (mEsm->isNextSub("VNML")) {
        condLoad(actual, DATA_VNML, mLandData->mNormals, sizeof(mLandData->mNormals));
    }

    if (mEsm->isNextSub("VHGT")) {
        static VHGT vhgt;
        if (condLoad(actual, DATA_VHGT, &vhgt, sizeof(vhgt))) {
            float rowOffset = vhgt.mHeightOffset;
            for (int y = 0; y < LAND_SIZE; y++) {
                rowOffset += vhgt.mHeightData[y * LAND_SIZE];

                mLandData->mHeights[y * LAND_SIZE] = rowOffset * HEIGHT_SCALE;

                float colOffset = rowOffset;
                for (int x = 1; x < LAND_SIZE; x++) {
                    colOffset += vhgt.mHeightData[y * LAND_SIZE + x];
                    mLandData->mHeights[x + y * LAND_SIZE] = colOffset * HEIGHT_SCALE;
                }
            }
            mLandData->mUnk1 = vhgt.mUnk1;
            mLandData->mUnk2 = vhgt.mUnk2;
        }
    } else if ((flags & DATA_VHGT) && (mDataLoaded & DATA_VHGT) == 0) {
        for (int i = 0; i < LAND_NUM_VERTS; ++i) {
            mLandData->mHeights[i] = -256.0f * HEIGHT_SCALE;
        }
        mDataLoaded |= DATA_VHGT;
    }

    if (mEsm->isNextSub("WNAM")) {
        condLoad(actual, DATA_WNAM, mLandData->mWnam, 81);
    }
    if (mEsm->isNextSub("VCLR")) {
        mLandData->mUsingColours = true;
        condLoad(actual, DATA_VCLR, mLandData->mColours, 3 * LAND_NUM_VERTS);
    } else {
        mLandData->mUsingColours = false;
    }
    if (mEsm->isNextSub("VTEX")) {
        static uint16_t vtex[LAND_NUM_TEXTURES];
        if (condLoad(actual, DATA_VTEX, vtex, sizeof(vtex))) {
            LandData::transposeTextureData(vtex, mLandData->mTextures);
        }
    } else if ((flags & DATA_VTEX) && (mDataLoaded & DATA_VTEX) == 0) {
        memset(mLandData->mTextures, 0, sizeof(mLandData->mTextures));
        mDataLoaded |= DATA_VTEX;
    }
}