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openmw-tes3mp/components/terrain/compositemaprenderer.hpp

86 lines
2.3 KiB
C++

#ifndef OPENMW_COMPONENTS_TERRAIN_COMPOSITEMAPRENDERER_H
#define OPENMW_COMPONENTS_TERRAIN_COMPOSITEMAPRENDERER_H
#include <osg/Drawable>
#include <set>
#include <mutex>
namespace osg
{
class FrameBufferObject;
class RenderInfo;
class Texture2D;
}
namespace SceneUtil
{
class UnrefQueue;
class WorkQueue;
}
namespace Terrain
{
class CompositeMap : public osg::Referenced
{
public:
CompositeMap();
~CompositeMap();
std::vector<osg::ref_ptr<osg::Drawable> > mDrawables;
osg::ref_ptr<osg::Texture2D> mTexture;
unsigned int mCompiled;
};
/**
* @brief The CompositeMapRenderer is responsible for updating composite map textures in a blocking or non-blocking way.
*/
class CompositeMapRenderer : public osg::Drawable
{
public:
CompositeMapRenderer();
~CompositeMapRenderer();
void drawImplementation(osg::RenderInfo& renderInfo) const override;
void compile(CompositeMap& compositeMap, osg::RenderInfo& renderInfo, double* timeLeft) const;
/// Set a WorkQueue to delete compiled composite map layers in the background thread
void setWorkQueue(SceneUtil::WorkQueue* workQueue);
/// Set the available time in seconds for compiling (non-immediate) composite maps each frame
void setMinimumTimeAvailableForCompile(double time);
/// If current frame rate is higher than this, the extra time will be set aside to do more compiling
void setTargetFrameRate(float framerate);
/// Add a composite map to be rendered
void addCompositeMap(CompositeMap* map, bool immediate=false);
/// Mark this composite map to be required for the current frame
void setImmediate(CompositeMap* map);
unsigned int getCompileSetSize() const;
private:
float mTargetFrameRate;
double mMinimumTimeAvailable;
mutable osg::Timer mTimer;
osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
typedef std::set<osg::ref_ptr<CompositeMap> > CompileSet;
mutable CompileSet mCompileSet;
mutable CompileSet mImmediateCompileSet;
mutable std::mutex mMutex;
osg::ref_ptr<osg::FrameBufferObject> mFBO;
};
}
#endif