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80 lines
2.2 KiB
C++
80 lines
2.2 KiB
C++
#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
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#define COMPONENTS_TERRAIN_TERRAINGRID_H
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#include <osg/Vec2f>
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#include "world.hpp"
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namespace SceneUtil
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{
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class UnrefQueue;
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}
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namespace Shader
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{
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class ShaderManager;
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}
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namespace osg
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{
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class Texture2D;
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}
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namespace Terrain
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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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TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, Shader::ShaderManager* shaderManager = NULL, SceneUtil::UnrefQueue* unrefQueue = NULL);
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~TerrainGrid();
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/// Load a terrain cell and store it in cache for later use.
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/// @note The returned ref_ptr should be kept by the caller to ensure that the terrain stays in cache for as long as needed.
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/// @note Thread safe.
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virtual osg::ref_ptr<osg::Node> cacheCell(int x, int y);
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/// @note Not thread safe.
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virtual void loadCell(int x, int y);
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/// @note Not thread safe.
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virtual void unloadCell(int x, int y);
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/// Clear cached objects that are no longer referenced
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/// @note Thread safe.
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void updateCache();
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/// Apply the scene manager's texture filtering settings to all cached textures.
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/// @note Thread safe.
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void updateTextureFiltering();
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void reportStats(unsigned int frameNumber, osg::Stats *stats);
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private:
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osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
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// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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unsigned int mNumSplits;
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typedef std::map<std::string, osg::ref_ptr<osg::Texture2D> > TextureCache;
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TextureCache mTextureCache;
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OpenThreads::Mutex mTextureCacheMutex;
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typedef std::map<std::pair<int, int>, osg::ref_ptr<osg::Node> > Grid;
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Grid mGrid;
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Grid mGridCache;
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OpenThreads::Mutex mGridCacheMutex;
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BufferCache mCache;
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osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
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Shader::ShaderManager* mShaderManager;
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};
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}
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#endif
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