You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
155 lines
5.7 KiB
C++
155 lines
5.7 KiB
C++
#ifndef COMPONENTS_TERRAIN_H
|
|
#define COMPONENTS_TERRAIN_H
|
|
|
|
#include <OgreHardwareIndexBuffer.h>
|
|
#include <OgreHardwareVertexBuffer.h>
|
|
#include <OgreAxisAlignedBox.h>
|
|
#include <OgreTexture.h>
|
|
|
|
namespace Loading
|
|
{
|
|
class Listener;
|
|
}
|
|
|
|
namespace Ogre
|
|
{
|
|
class Camera;
|
|
}
|
|
|
|
namespace Terrain
|
|
{
|
|
|
|
class QuadTreeNode;
|
|
class Storage;
|
|
|
|
/**
|
|
* @brief A quadtree-based terrain implementation suitable for large data sets. \n
|
|
* Near cells are rendered with alpha splatting, distant cells are merged
|
|
* together in batches and have their layers pre-rendered onto a composite map. \n
|
|
* Cracks at LOD transitions are avoided using stitching.
|
|
* @note Multiple cameras are not supported yet
|
|
*/
|
|
class World
|
|
{
|
|
public:
|
|
/// @note takes ownership of \a storage
|
|
/// @param loadingListener Listener to update with progress
|
|
/// @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 distantLand Whether to draw all of the terrain, or only a 3x3 grid around the camera.
|
|
/// This is a temporary option until it can be streamlined.
|
|
/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
|
|
/// faster so this is just here for compatibility.
|
|
World(Loading::Listener* loadingListener, Ogre::SceneManager* sceneMgr,
|
|
Storage* storage, int visiblityFlags, bool distantLand, bool shaders);
|
|
~World();
|
|
|
|
void setLoadingListener(Loading::Listener* loadingListener) { mLoadingListener = loadingListener; }
|
|
|
|
bool getDistantLandEnabled() { return mDistantLand; }
|
|
bool getShadersEnabled() { return mShaders; }
|
|
bool getShadowsEnabled() { return mShadows; }
|
|
bool getSplitShadowsEnabled() { return mSplitShadows; }
|
|
|
|
float getHeightAt (const Ogre::Vector3& worldPos);
|
|
|
|
/// Update chunk LODs according to this camera position
|
|
/// @note Calling this method might lead to composite textures being rendered, so it is best
|
|
/// not to call it when render commands are still queued, since that would cause a flush.
|
|
void update (const Ogre::Vector3& cameraPos);
|
|
|
|
/// Get the world bounding box of a chunk of terrain centered at \a center
|
|
Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
|
|
|
|
Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
|
|
|
|
Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
|
|
|
|
Storage* getStorage() { return mStorage; }
|
|
|
|
/// Show or hide the whole terrain
|
|
/// @note this setting will be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
|
|
void setVisible(bool visible);
|
|
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.)
|
|
void applyMaterials(bool shadows, bool splitShadows);
|
|
|
|
int getVisiblityFlags() { return mVisibilityFlags; }
|
|
|
|
int getMaxBatchSize() { return mMaxBatchSize; }
|
|
|
|
void enableSplattingShader(bool enabled);
|
|
|
|
private:
|
|
bool mDistantLand;
|
|
bool mShaders;
|
|
bool mShadows;
|
|
bool mSplitShadows;
|
|
bool mVisible;
|
|
|
|
Loading::Listener* mLoadingListener;
|
|
|
|
QuadTreeNode* mRootNode;
|
|
Ogre::SceneNode* mRootSceneNode;
|
|
Storage* mStorage;
|
|
|
|
int mVisibilityFlags;
|
|
|
|
Ogre::SceneManager* mSceneMgr;
|
|
Ogre::SceneManager* mCompositeMapSceneMgr;
|
|
|
|
/// Bounds in cell units
|
|
Ogre::AxisAlignedBox mBounds;
|
|
|
|
/// Minimum size of a terrain batch along one side (in cell units)
|
|
float mMinBatchSize;
|
|
/// Maximum size of a terrain batch along one side (in cell units)
|
|
float mMaxBatchSize;
|
|
|
|
void buildQuadTree(QuadTreeNode* node);
|
|
|
|
public:
|
|
// ----INTERNAL----
|
|
|
|
enum IndexBufferFlags
|
|
{
|
|
IBF_North = 1 << 0,
|
|
IBF_East = 1 << 1,
|
|
IBF_South = 1 << 2,
|
|
IBF_West = 1 << 3
|
|
};
|
|
|
|
/// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
|
|
/// next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
|
|
/// @param numIndices number of indices that were used will be written here
|
|
Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (int flags, size_t& numIndices);
|
|
|
|
Ogre::HardwareVertexBufferSharedPtr getVertexBuffer (int numVertsOneSide);
|
|
|
|
Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
|
|
|
|
// Delete all quads
|
|
void clearCompositeMapSceneManager();
|
|
void renderCompositeMap (Ogre::TexturePtr target);
|
|
|
|
private:
|
|
// Index buffers are shared across terrain batches where possible. There is one index buffer for each
|
|
// combination of LOD deltas and index buffer LOD we may need.
|
|
std::map<int, Ogre::HardwareIndexBufferSharedPtr> mIndexBufferMap;
|
|
|
|
std::map<int, Ogre::HardwareVertexBufferSharedPtr> mUvBufferMap;
|
|
|
|
Ogre::RenderTarget* mCompositeMapRenderTarget;
|
|
Ogre::TexturePtr mCompositeMapRenderTexture;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|