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104 lines
3.8 KiB
C++
104 lines
3.8 KiB
C++
#ifndef COMPONENTS_TERRAIN_WORLD_H
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#define COMPONENTS_TERRAIN_WORLD_H
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#include <OgreVector3.h>
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#include "defs.hpp"
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#include "buffercache.hpp"
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namespace Ogre
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{
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class SceneManager;
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}
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namespace Terrain
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{
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class Storage;
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/**
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* @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed
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* is up to the implementation.
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*/
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class World
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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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World(Ogre::SceneManager* sceneMgr,
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Storage* storage, int visiblityFlags, bool shaders, Alignment align);
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virtual ~World();
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bool getShadersEnabled() { return mShaders; }
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bool getShadowsEnabled() { return mShadows; }
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bool getSplitShadowsEnabled() { return mSplitShadows; }
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float getHeightAt (const Ogre::Vector3& worldPos);
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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) = 0;
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// This is only a hint and may be ignored by the implementation.
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virtual void loadCell(int x, int y) {}
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virtual void unloadCell(int x, int y) {}
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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) = 0;
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Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
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Storage* getStorage() { return mStorage; }
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/// Show or hide the whole terrain
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/// @note this setting may 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) = 0;
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virtual bool getVisible() = 0;
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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) = 0;
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int getVisibilityFlags() { return mVisibilityFlags; }
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Alignment getAlign() { return mAlign; }
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/// Wait until all background loading is complete.
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virtual void syncLoad() {}
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protected:
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bool mShaders;
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bool mShadows;
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bool mSplitShadows;
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Alignment mAlign;
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Storage* mStorage;
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int mVisibilityFlags;
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Ogre::SceneManager* mSceneMgr;
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BufferCache mCache;
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public:
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// ----INTERNAL----
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BufferCache& getBufferCache() { return mCache; }
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// Convert the given position from Z-up align, i.e. Align_XY to the wanted align set in mAlign
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void convertPosition (float& x, float& y, float& z);
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void convertPosition (Ogre::Vector3& pos);
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void convertBounds (Ogre::AxisAlignedBox& bounds);
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};
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}
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#endif
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