#ifndef COMPONENTS_TERRAIN_WORLD_H #define COMPONENTS_TERRAIN_WORLD_H #include #include #include #include #include "defs.hpp" namespace osg { class Group; class Stats; class Node; class Object; } namespace Resource { class ResourceSystem; } namespace Terrain { class Storage; class TextureManager; class ChunkManager; class CompositeMapRenderer; /** * @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(unsigned int frame) = 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, int nodeMask, int preCompileMask); virtual ~World(); /// 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 at maximum LOD 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. /// @note May be ignored by derived implementations that don't organize the terrain into cells. virtual void loadCell(int x, int y) {} /// Remove the cell from the scene graph. /// @note Not thread safe. /// @note May be ignored by derived implementations that don't organize the terrain into cells. virtual void unloadCell(int x, int y) {} virtual void enable(bool enabled) {} /// Create a View to use with preload feature. The caller is responsible for deleting the view. /// @note Thread safe. virtual View* createView() { return NULL; } /// @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& eyePoint) {} virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {} /// Set the default viewer (usually a Camera), used as viewpoint for any viewers that don't use their own viewpoint. virtual void setDefaultViewer(osg::Object* obj) {} Storage* getStorage() { return mStorage; } 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; }; } #endif