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apply changes requested in the code review
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@ -17,13 +17,6 @@ namespace MWLua
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sol::state_view& lua = context.mLua->sol();
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sol::table landApi(lua, sol::create);
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// Constants
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landApi["RANGE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::RangeType>({
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{ "Self", ESM::RT_Self },
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{ "Touch", ESM::RT_Touch },
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{ "Target", ESM::RT_Target },
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}));
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landApi["getHeightAt"] = [](const osg::Vec3f& pos, sol::object cellOrName) {
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ESM::RefId worldspace;
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if (cellOrName.is<GCell>())
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@ -63,7 +56,7 @@ namespace MWLua
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return ESMTerrain::Storage::getHeightAt(landData->mHeights, landData->sLandSize, pos, cellSize);
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};
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landApi["getLandTextureAt"] = [lua = context.mLua](const osg::Vec3f& pos, sol::object cellOrName) {
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landApi["getTextureAt"] = [lua = context.mLua](const osg::Vec3f& pos, sol::object cellOrName) {
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sol::variadic_results values;
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ESM::RefId worldspace;
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if (cellOrName.is<GCell>())
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@ -85,6 +78,11 @@ namespace MWLua
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auto store = MWBase::Environment::get().getESMStore();
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// We need to read land twice. Once to get the amount of texture samples per cell edge, and the second time
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// to get the actual data
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// This is because the visual land textures are offset with regards to quads that are rendered for terrain.
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// To properly calculate that offset, we need to know how many texture samples exist per cell edge,
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// as it differs between tes3 and tes4. It's equal -
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// Once we know the value, we will calculate the offset and retrieve a sample again, this time
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// with the offset taken into account.
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auto landStore = store->get<ESM::Land>();
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auto land = landStore.search(cellX, cellY);
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const ESM::Land::LandData* landData = nullptr;
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@ -105,6 +103,8 @@ namespace MWLua
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return values;
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}
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// Use landData to get amount of sampler per cell edge (sLandTextureSize)
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// and then get the corrected position that will map to the rendered texture
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const osg::Vec3f correctedPos
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= ESMTerrain::Storage::getTextureCorrectedWorldPos(pos, landData->sLandTextureSize, cellSize);
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int correctedCellX = static_cast<int>(std::floor(correctedPos.x() / cellSize));
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@ -128,7 +128,7 @@ namespace MWLua
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// We're passing in sLandTextureSize, NOT sLandSize like with getHeightAt
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const ESMTerrain::UniqueTextureId textureId
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= ESMTerrain::Storage::getLandTextureAt(correctedLandData->mTextures, correctedLand->getPlugin(),
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= ESMTerrain::Storage::getTextureAt(correctedLandData->mTextures, correctedLand->getPlugin(),
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correctedLandData->sLandTextureSize, correctedPos, cellSize);
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// Need to check for 0, 0 so that we can safely subtract 1 later, as per documentation on UniqueTextureId
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@ -2,11 +2,11 @@
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#include <algorithm>
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#include <optional>
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#include <osg/Vec3f>
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#include <stdexcept>
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#include <osg/Image>
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#include <osg/Plane>
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#include <osg/Vec3f>
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#include <components/debug/debuglog.hpp>
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#include <components/esm/esmterrain.hpp>
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@ -475,6 +475,7 @@ namespace ESMTerrain
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blendmaps.clear(); // If a single texture fills the whole terrain, there is no need to blend
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}
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// Returns a position that can be used to look up a land texture, while taking their offset into account
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osg::Vec3f Storage::getTextureCorrectedWorldPos(
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const osg::Vec3f& uncorrectedWorldPos, const int textureSize, const float cellSize)
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{
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@ -485,7 +486,7 @@ namespace ESMTerrain
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}
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// Takes in a corrected world pos to match the visuals.
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UniqueTextureId Storage::getLandTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
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UniqueTextureId Storage::getTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
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const int textureSize, const osg::Vec3f& correctedWorldPos, const float cellSize)
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{
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int cellX = static_cast<int>(std::floor(correctedWorldPos.x() / cellSize));
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@ -120,7 +120,7 @@ namespace ESMTerrain
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static osg::Vec3f getTextureCorrectedWorldPos(
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const osg::Vec3f& uncorrectedWorldPos, const int textureSize, const float cellSize);
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static UniqueTextureId getLandTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
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static UniqueTextureId getTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
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const int textureSize, const osg::Vec3f& worldPos, const float cellSize);
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/// Get the transformation factor for mapping cell units to world units.
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@ -467,10 +467,10 @@
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---
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-- Get the terrain texture at a given location.
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-- @function [parent=#Land] getLandTextureAt
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-- @function [parent=#Land] getTextureAt
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-- @param openmw.util#Vector3 position
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-- @param #any cellOrName (optional) cell or cell name in their exterior world space to query
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-- @return #nil, #number Land texture index or nil if failed to retrieve the texture
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-- @return #nil, #number Land texture index or nil if failed to retrieve the texture. Landscape textures created through editors such as openmw-cs can be assigned an id to differentiate them, that is also used for terrain rendering. The value returned here corresponds to that value. See also LTEX records (https://en.uesp.net/wiki/Morrowind_Mod:Mod_File_Format/LTEX)
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-- @return #nil, #number Plugin id or nil if failed to retrieve the texture
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-- @return #nil, #string Texture path or nil if one isn't defined
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