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openmw-tes3coop/components/terrain/terraingrid.hpp

80 lines
2.2 KiB
C++

#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
#define COMPONENTS_TERRAIN_TERRAINGRID_H
#include <osg/Vec2f>
#include "world.hpp"
namespace SceneUtil
{
class UnrefQueue;
}
namespace Shader
{
class ShaderManager;
}
namespace osg
{
class Texture2D;
}
namespace Terrain
{
/// @brief Simple terrain implementation that loads cells in a grid, with no LOD
class TerrainGrid : public Terrain::World
{
public:
TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, Shader::ShaderManager* shaderManager = NULL, SceneUtil::UnrefQueue* unrefQueue = NULL);
~TerrainGrid();
/// Load a terrain cell and store it in cache for later use.
/// @note The returned ref_ptr should be kept by the caller to ensure that the terrain stays in cache for as long as needed.
/// @note Thread safe.
virtual osg::ref_ptr<osg::Node> cacheCell(int x, int y);
/// @note Not thread safe.
virtual void loadCell(int x, int y);
/// @note Not thread safe.
virtual void unloadCell(int x, int y);
/// Clear cached objects that are no longer referenced
/// @note Thread safe.
void updateCache();
/// Apply the scene manager's texture filtering settings to all cached textures.
/// @note Thread safe.
void updateTextureFiltering();
void reportStats(unsigned int frameNumber, osg::Stats *stats);
private:
osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
unsigned int mNumSplits;
typedef std::map<std::string, osg::ref_ptr<osg::Texture2D> > TextureCache;
TextureCache mTextureCache;
OpenThreads::Mutex mTextureCacheMutex;
typedef std::map<std::pair<int, int>, osg::ref_ptr<osg::Node> > Grid;
Grid mGrid;
Grid mGridCache;
OpenThreads::Mutex mGridCacheMutex;
BufferCache mCache;
osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
Shader::ShaderManager* mShaderManager;
};
}
#endif