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openmw-tes3mp/components/terrain/world.hpp

194 lines
7.1 KiB
C++

#ifndef COMPONENTS_TERRAIN_H
#define COMPONENTS_TERRAIN_H
#include <OgreAxisAlignedBox.h>
#include <OgreTexture.h>
#include <OgreWorkQueue.h>
#include "defs.hpp"
#include "buffercache.hpp"
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 Ogre::WorkQueue::RequestHandler, public Ogre::WorkQueue::ResponseHandler
{
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 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.
/// @param align The align of the terrain, see Alignment enum
/// @param minBatchSize Minimum size of a terrain batch along one side (in cell units). Used for building the quad tree.
/// @param maxBatchSize Maximum size of a terrain batch along one side (in cell units). Used when traversing the quad tree.
World(Ogre::SceneManager* sceneMgr,
Storage* storage, int visiblityFlags, bool distantLand, bool shaders, Alignment align, float minBatchSize, float maxBatchSize);
~World();
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);
Alignment getAlign() { return mAlign; }
/// Wait until all background loading is complete.
void syncLoad();
private:
// Called from a background worker thread
Ogre::WorkQueue::Response* handleRequest(const Ogre::WorkQueue::Request* req, const Ogre::WorkQueue* srcQ);
// Called from the main thread
void handleResponse(const Ogre::WorkQueue::Response* res, const Ogre::WorkQueue* srcQ);
Ogre::uint16 mWorkQueueChannel;
bool mDistantLand;
bool mShaders;
bool mShadows;
bool mSplitShadows;
bool mVisible;
Alignment mAlign;
QuadTreeNode* mRootNode;
Ogre::SceneNode* mRootSceneNode;
Storage* mStorage;
int mVisibilityFlags;
/// The number of chunks currently loading in a background thread. If 0, we have finished loading!
int mChunksLoading;
Ogre::SceneManager* mSceneMgr;
Ogre::SceneManager* mCompositeMapSceneMgr;
/// Bounds in cell units
float mMinX, mMaxX, mMinY, mMaxY;
/// 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, std::vector<QuadTreeNode*>& leafs);
BufferCache mCache;
// Are layers for leaf nodes loaded? This is done once at startup (but in a background thread)
bool mLayerLoadPending;
public:
// ----INTERNAL----
Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
BufferCache& getBufferCache() { return mCache; }
bool areLayersLoaded() { return !mLayerLoadPending; }
// Delete all quads
void clearCompositeMapSceneManager();
void renderCompositeMap (Ogre::TexturePtr target);
// Convert the given position from Z-up align, i.e. Align_XY to the wanted align set in mAlign
void convertPosition (float& x, float& y, float& z);
void convertPosition (Ogre::Vector3& pos);
void convertBounds (Ogre::AxisAlignedBox& bounds);
// Adds a WorkQueue request to load a chunk for this node in the background.
void queueLoad (QuadTreeNode* node);
private:
Ogre::RenderTarget* mCompositeMapRenderTarget;
Ogre::TexturePtr mCompositeMapRenderTexture;
};
struct LoadRequestData
{
QuadTreeNode* mNode;
friend std::ostream& operator<<(std::ostream& o, const LoadRequestData& r)
{ return o; }
};
struct LoadResponseData
{
std::vector<float> mPositions;
std::vector<float> mNormals;
std::vector<Ogre::uint8> mColours;
friend std::ostream& operator<<(std::ostream& o, const LoadResponseData& r)
{ return o; }
};
struct LayersRequestData
{
std::vector<QuadTreeNode*> mNodes;
bool mPack;
friend std::ostream& operator<<(std::ostream& o, const LayersRequestData& r)
{ return o; }
};
struct LayersResponseData
{
std::vector<LayerCollection> mLayerCollections;
friend std::ostream& operator<<(std::ostream& o, const LayersResponseData& r)
{ return o; }
};
}
#endif