#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H #define COMPONENTS_TERRAIN_BUFFERCACHE_H #include <osg/ref_ptr> #include <osg/Array> #include <osg/PrimitiveSet> #include <map> #include <mutex> namespace Terrain { /// @brief Implements creation and caching of vertex buffers for terrain chunks. class BufferCache { public: /// @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) /// @note Thread safe. osg::ref_ptr<osg::DrawElements> getIndexBuffer (unsigned int numVerts, unsigned int flags); /// @note Thread safe. osg::ref_ptr<osg::Vec2Array> getUVBuffer(unsigned int numVerts); void clearCache(); void releaseGLObjects(osg::State* state); 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<std::pair<int, int>, osg::ref_ptr<osg::DrawElements> > mIndexBufferMap; std::mutex mIndexBufferMutex; std::map<int, osg::ref_ptr<osg::Vec2Array> > mUvBufferMap; std::mutex mUvBufferMutex; }; } #endif