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178 lines
7.0 KiB
C++
178 lines
7.0 KiB
C++
/*
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* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef COMPONENTS_TERRAIN_H
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#define COMPONENTS_TERRAIN_H
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#include <OgreAxisAlignedBox.h>
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#include <OgreTexture.h>
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#include <OgreWorkQueue.h>
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#include "world.hpp"
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namespace Ogre
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{
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class Camera;
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}
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namespace Terrain
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{
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class QuadTreeNode;
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class Storage;
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/**
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* @brief A quadtree-based terrain implementation suitable for large data sets. \n
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* Near cells are rendered with alpha splatting, distant cells are merged
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* together in batches and have their layers pre-rendered onto a composite map. \n
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* Cracks at LOD transitions are avoided using stitching.
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* @note Multiple cameras are not supported yet
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*/
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class DefaultWorld : public World, public Ogre::WorkQueue::RequestHandler, public Ogre::WorkQueue::ResponseHandler
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{
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public:
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/// @note takes ownership of \a storage
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/// @param sceneMgr scene manager to use
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/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
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/// @param visbilityFlags visibility flags for the created meshes
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/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
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/// faster so this is just here for compatibility.
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/// @param align The align of the terrain, see Alignment enum
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/// @param minBatchSize Minimum size of a terrain batch along one side (in cell units). Used for building the quad tree.
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/// @param maxBatchSize Maximum size of a terrain batch along one side (in cell units). Used when traversing the quad tree.
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DefaultWorld(Ogre::SceneManager* sceneMgr,
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Storage* storage, int visibilityFlags, bool shaders, Alignment align, float minBatchSize, float maxBatchSize);
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~DefaultWorld();
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/// Update chunk LODs according to this camera position
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/// @note Calling this method might lead to composite textures being rendered, so it is best
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/// not to call it when render commands are still queued, since that would cause a flush.
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virtual void update (const Ogre::Vector3& cameraPos);
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/// Get the world bounding box of a chunk of terrain centered at \a center
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virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
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Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
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/// Show or hide the whole terrain
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/// @note this setting will be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
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virtual void setVisible(bool visible);
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virtual bool getVisible();
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/// Recreate materials used by terrain chunks. This should be called whenever settings of
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/// the material factory are changed. (Relying on the factory to update those materials is not
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/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
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/// textures, and to properly respond to this we may need to change the structure of the material, such as
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/// adding or removing passes. This can only be achieved by a full rebuild.)
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virtual void applyMaterials(bool shadows, bool splitShadows);
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int getMaxBatchSize() { return static_cast<int>(mMaxBatchSize); }
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/// Wait until all background loading is complete.
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void syncLoad();
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private:
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// Called from a background worker thread
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virtual Ogre::WorkQueue::Response* handleRequest(const Ogre::WorkQueue::Request* req, const Ogre::WorkQueue* srcQ);
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// Called from the main thread
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virtual void handleResponse(const Ogre::WorkQueue::Response* res, const Ogre::WorkQueue* srcQ);
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Ogre::uint16 mWorkQueueChannel;
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bool mVisible;
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QuadTreeNode* mRootNode;
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Ogre::SceneNode* mRootSceneNode;
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/// The number of chunks currently loading in a background thread. If 0, we have finished loading!
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int mChunksLoading;
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Ogre::SceneManager* mCompositeMapSceneMgr;
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/// Bounds in cell units
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float mMinX, mMaxX, mMinY, mMaxY;
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/// Minimum size of a terrain batch along one side (in cell units)
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float mMinBatchSize;
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/// Maximum size of a terrain batch along one side (in cell units)
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float mMaxBatchSize;
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void buildQuadTree(QuadTreeNode* node, std::vector<QuadTreeNode*>& leafs);
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// Are layers for leaf nodes loaded? This is done once at startup (but in a background thread)
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bool mLayerLoadPending;
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public:
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// ----INTERNAL----
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Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
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bool areLayersLoaded() { return !mLayerLoadPending; }
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// Delete all quads
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void clearCompositeMapSceneManager();
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void renderCompositeMap (Ogre::TexturePtr target);
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// Adds a WorkQueue request to load a chunk for this node in the background.
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void queueLoad (QuadTreeNode* node);
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private:
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Ogre::RenderTarget* mCompositeMapRenderTarget;
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Ogre::TexturePtr mCompositeMapRenderTexture;
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};
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struct LoadRequestData
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{
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QuadTreeNode* mNode;
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friend std::ostream& operator<<(std::ostream& o, const LoadRequestData& r)
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{ return o; }
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};
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struct LoadResponseData
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{
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std::vector<float> mPositions;
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std::vector<float> mNormals;
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std::vector<Ogre::uint8> mColours;
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friend std::ostream& operator<<(std::ostream& o, const LoadResponseData& r)
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{ return o; }
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};
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struct LayersRequestData
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{
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std::vector<QuadTreeNode*> mNodes;
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bool mPack;
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friend std::ostream& operator<<(std::ostream& o, const LayersRequestData& r)
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{ return o; }
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};
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struct LayersResponseData
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{
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std::vector<LayerCollection> mLayerCollections;
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friend std::ostream& operator<<(std::ostream& o, const LayersResponseData& r)
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{ return o; }
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};
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}
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#endif
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