openmw-tes3coop/components/terrain/terraingrid.hpp
2016-02-09 20:23:53 +01:00

47 lines
1.3 KiB
C++

#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
#define COMPONENTS_TERRAIN_TERRAINGRID_H
#include <osg/Vec2f>
#include "world.hpp"
#include "material.hpp"
namespace SceneUtil
{
class UnrefQueue;
}
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, SceneUtil::UnrefQueue* unrefQueue = NULL);
~TerrainGrid();
virtual void loadCell(int x, int y);
virtual void unloadCell(int x, int y);
/// Clear cached textures that are no longer referenced
void clearCache();
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;
typedef std::map<std::pair<int, int>, osg::ref_ptr<osg::Node> > Grid;
Grid mGrid;
osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
};
}
#endif