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/*
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* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
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#define COMPONENTS_TERRAIN_TERRAINGRID_H
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#include "world.hpp"
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#include "material.hpp"
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namespace Terrain
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{
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class Chunk;
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struct GridElement
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{
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Ogre::SceneNode* mSceneNode;
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Terrain::MaterialGenerator mMaterialGenerator;
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Terrain::Chunk* mChunk;
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};
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/// @brief Simple terrain implementation that loads cells in a grid, with no LOD
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class TerrainGrid : public Terrain::World
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{
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public:
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/// @note takes ownership of \a storage
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/// @param sceneMgr scene manager to use
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/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
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/// @param visbilityFlags visibility flags for the created meshes
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/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
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/// faster so this is just here for compatibility.
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/// @param align The align of the terrain, see Alignment enum
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TerrainGrid(Ogre::SceneManager* sceneMgr,
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Terrain::Storage* storage, int visibilityFlags, bool shaders, Terrain::Alignment align);
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~TerrainGrid();
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/// Update chunk LODs according to this camera position
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virtual void update (const Ogre::Vector3& cameraPos);
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virtual void loadCell(int x, int y);
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virtual void unloadCell(int x, int y);
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/// Get the world bounding box of a chunk of terrain centered at \a center
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virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
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/// Show or hide the whole terrain
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/// @note this setting may be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
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virtual void setVisible(bool visible);
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virtual bool getVisible();
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/// Recreate materials used by terrain chunks. This should be called whenever settings of
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/// the material factory are changed. (Relying on the factory to update those materials is not
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/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
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/// textures, and to properly respond to this we may need to change the structure of the material, such as
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/// adding or removing passes. This can only be achieved by a full rebuild.)
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virtual void applyMaterials(bool shadows, bool splitShadows);
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/// Wait until all background loading is complete.
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virtual void syncLoad();
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private:
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void updateMaterial (GridElement& element);
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typedef std::map<std::pair<int, int>, GridElement> Grid;
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Grid mGrid;
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Ogre::SceneNode* mRootNode;
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bool mVisible;
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};
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}
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#endif
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