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.
openmw-tes3mp/components/terrain/world.hpp

104 lines
3.8 KiB
C++

#ifndef COMPONENTS_TERRAIN_WORLD_H
#define COMPONENTS_TERRAIN_WORLD_H
#include <OgreVector3.h>
#include "defs.hpp"
#include "buffercache.hpp"
namespace Ogre
{
class SceneManager;
}
namespace Terrain
{
class Storage;
/**
* @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed
* is up to the implementation.
*/
class 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
World(Ogre::SceneManager* sceneMgr,
Storage* storage, int visiblityFlags, bool shaders, Alignment align);
virtual ~World();
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.
virtual void update (const Ogre::Vector3& cameraPos) = 0;
// This is only a hint and may be ignored by the implementation.
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) = 0;
Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
Storage* getStorage() { return mStorage; }
/// 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) = 0;
virtual bool getVisible() = 0;
/// 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) = 0;
int getVisibilityFlags() { return mVisibilityFlags; }
Alignment getAlign() { return mAlign; }
/// Wait until all background loading is complete.
virtual void syncLoad() {}
protected:
bool mShaders;
bool mShadows;
bool mSplitShadows;
Alignment mAlign;
Storage* mStorage;
int mVisibilityFlags;
Ogre::SceneManager* mSceneMgr;
BufferCache mCache;
public:
// ----INTERNAL----
BufferCache& getBufferCache() { return mCache; }
// 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);
};
}
#endif