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openmw-tes3mp/components/terrain/terraingrid.hpp

72 lines
2.7 KiB
C++

#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
#define COMPONENTS_TERRAIN_TERRAINGRID_H
#include "world.hpp"
#include "material.hpp"
namespace Terrain
{
class Chunk;
struct GridElement
{
Ogre::SceneNode* mSceneNode;
Terrain::MaterialGenerator mMaterialGenerator;
Terrain::Chunk* mChunk;
};
/// @brief Simple terrain implementation that loads cells in a grid, with no LOD
class TerrainGrid : public Terrain::World
{
public:
/// @note takes ownership of \a storage
/// @param sceneMgr scene manager to use
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
/// @param visbilityFlags visibility flags for the created meshes
/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
/// faster so this is just here for compatibility.
/// @param align The align of the terrain, see Alignment enum
TerrainGrid(Ogre::SceneManager* sceneMgr,
Terrain::Storage* storage, int visibilityFlags, bool shaders, Terrain::Alignment align);
~TerrainGrid();
/// Update chunk LODs according to this camera position
virtual void update (const Ogre::Vector3& cameraPos);
virtual void loadCell(int x, int y);
virtual void unloadCell(int x, int y);
/// Get the world bounding box of a chunk of terrain centered at \a center
virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
/// Show or hide the whole terrain
/// @note this setting may be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
virtual void setVisible(bool visible);
virtual bool getVisible();
/// Recreate materials used by terrain chunks. This should be called whenever settings of
/// the material factory are changed. (Relying on the factory to update those materials is not
/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
/// textures, and to properly respond to this we may need to change the structure of the material, such as
/// adding or removing passes. This can only be achieved by a full rebuild.)
virtual void applyMaterials(bool shadows, bool splitShadows);
/// Wait until all background loading is complete.
virtual void syncLoad();
private:
void updateMaterial (GridElement& element);
typedef std::map<std::pair<int, int>, GridElement> Grid;
Grid mGrid;
Ogre::SceneNode* mRootNode;
bool mVisible;
};
}
#endif