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openmw-tes3mp/components/terrain/world.hpp

118 lines
3.7 KiB
C++

#ifndef COMPONENTS_TERRAIN_WORLD_H
#define COMPONENTS_TERRAIN_WORLD_H
#include <osg/ref_ptr>
#include <osg/Referenced>
#include <osg/Vec3f>
#include <memory>
#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<osg::Group> mParent;
osg::ref_ptr<osg::Group> mTerrainRoot;
osg::ref_ptr<osg::Group> mCompositeMapCamera;
osg::ref_ptr<CompositeMapRenderer> mCompositeMapRenderer;
Resource::ResourceSystem* mResourceSystem;
std::unique_ptr<TextureManager> mTextureManager;
std::unique_ptr<ChunkManager> mChunkManager;
};
}
#endif