#ifndef COMPONENTS_TERRAIN_WORLD_H #define COMPONENTS_TERRAIN_WORLD_H #include #include #include #include #include #include #include #include #include "defs.hpp" #include "cellborder.hpp" namespace osg { class Group; class Stats; class Node; class Object; } namespace Resource { class ResourceSystem; } namespace SceneUtil { class WorkQueue; } namespace Terrain { class Storage; class TextureManager; class ChunkManager; class CompositeMapRenderer; class HeightCullCallback : public osg::NodeCallback { public: void setLowZ(float z) { mLowZ = z; } float getLowZ() const { return mLowZ; } void setHighZ(float highZ) { mHighZ = highZ; } float getHighZ() const { return mHighZ; } void setCullMask(unsigned int mask) { mMask = mask; } unsigned int getCullMask() const { return mMask; } void operator()(osg::Node* node, osg::NodeVisitor* nv) override { if (mLowZ <= mHighZ) traverse(node, nv); } private: float mLowZ{-std::numeric_limits::max()}; float mHighZ{std::numeric_limits::max()}; unsigned int mMask{~0u}; }; /** * @brief A View is a collection of rendering objects that are visible from a given camera/intersection. * The base View class is part of the interface for usage in conjunction with preload feature. */ class View : public osg::Referenced { public: virtual ~View() {} /// Reset internal structure so that the next addition to the view will override the previous frame's contents. virtual void reset() = 0; }; /** * @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed * is up to the implementation. */ class World { public: /// @note takes ownership of \a storage /// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..) /// @param nodeMask mask for the terrain root /// @param preCompileMask mask for pre compiling textures World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask); World(osg::Group* parent, Storage* storage, unsigned int nodeMask); virtual ~World(); /// Set a WorkQueue to delete objects in the background thread. void setWorkQueue(SceneUtil::WorkQueue* workQueue); /// See CompositeMapRenderer::setTargetFrameRate void setTargetFrameRate(float rate); /// Apply the scene manager's texture filtering settings to all cached textures. /// @note Thread safe. void updateTextureFiltering(); float getHeightAt (const osg::Vec3f& worldPos); /// Clears the cached land and landtexture data. /// @note Thread safe. virtual void clearAssociatedCaches(); /// Load a terrain cell and store it in the View for later use. /// @note Thread safe. virtual void cacheCell(View* view, int x, int y) {} /// Load the cell into the scene graph. /// @note Not thread safe. virtual void loadCell(int x, int y); /// Remove the cell from the scene graph. /// @note Not thread safe. virtual void unloadCell(int x, int y); virtual void enable(bool enabled) {} virtual void setBordersVisible(bool visible); virtual bool getBordersVisible() { return mBorderVisible; } /// Create a View to use with preload feature. The caller is responsible for deleting the view. /// @note Thread safe. virtual View* createView() { return nullptr; } /// @note Thread safe, as long as you do not attempt to load into the same view from multiple threads. virtual void preload(View* view, const osg::Vec3f& viewPoint, const osg::Vec4i &cellgrid, std::atomic& abort, std::atomic& progress, int& progressRange) {} /// Store a preloaded view into the cache with the intent that the next rendering traversal can use it. /// @note Not thread safe. virtual bool storeView(const View* view, double referenceTime) {return true;} virtual void rebuildViews() {} virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {} virtual void setViewDistance(float distance) {} Storage* getStorage() { return mStorage; } osg::Callback* getHeightCullCallback(float highz, unsigned int mask); void setActiveGrid(const osg::Vec4i &grid) { mActiveGrid = grid; } protected: Storage* mStorage; osg::ref_ptr mParent; osg::ref_ptr mTerrainRoot; osg::ref_ptr mCompositeMapCamera; osg::ref_ptr mCompositeMapRenderer; Resource::ResourceSystem* mResourceSystem; std::unique_ptr mTextureManager; std::unique_ptr mChunkManager; std::unique_ptr mCellBorder; bool mBorderVisible; std::set> mLoadedCells; osg::ref_ptr mHeightCullCallback; osg::Vec4i mActiveGrid; }; } #endif