forked from teamnwah/openmw-tes3coop
		
	Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
		
			
				
	
	
		
			38 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H
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| #define COMPONENTS_TERRAIN_BUFFERCACHE_H
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| 
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| #include <osg/ref_ptr>
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| #include <osg/Array>
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| 
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| #include <map>
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| 
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| namespace Terrain
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| {
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| 
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|     /// @brief Implements creation and caching of vertex buffers for terrain chunks.
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|     class BufferCache
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|     {
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|     public:
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|         BufferCache(unsigned int numVerts) : mNumVerts(numVerts) {}
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| 
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|         /// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
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|         ///              next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
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|         osg::ref_ptr<osg::DrawElements> getIndexBuffer (unsigned int flags);
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| 
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|         osg::ref_ptr<osg::Vec2Array> getUVBuffer();
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| 
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|         // TODO: add releaseGLObjects() for our vertex/element buffer objects
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| 
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|     private:
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|         // Index buffers are shared across terrain batches where possible. There is one index buffer for each
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|         // combination of LOD deltas and index buffer LOD we may need.
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|         std::map<int, osg::ref_ptr<osg::DrawElements> > mIndexBufferMap;
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| 
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|         std::map<int, osg::ref_ptr<osg::Vec2Array> > mUvBufferMap;
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| 
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|         unsigned int mNumVerts;
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|     };
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| 
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| }
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| 
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| #endif
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