#ifndef COMPONENTS_TERRAIN_WORLD_H #define COMPONENTS_TERRAIN_WORLD_H #include #include #include #include "defs.hpp" namespace osg { class Group; class Stats; class Node; } 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: 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); /// Load a terrain cell and store it in cache for later use. /// @note The returned ref_ptr should be kept by the caller to ensure that the terrain stays in cache for as long as needed. /// @note Thread safe. /// @note May be ignored by derived implementations that don't organize the terrain into cells. virtual osg::ref_ptr cacheCell(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. If a View is returned, it will remain valid until the user calls 'removeView' or the World is destroyed. /// @note Not thread safe. virtual View* createView() { return NULL; } /// Remove a View that was previously created with 'createView'. /// @note Not thread safe. virtual void removeView(View* view) {} /// @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) {} 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::auto_ptr mTextureManager; std::auto_ptr mChunkManager; }; } #endif