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			71 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
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| #define COMPONENTS_TERRAIN_TERRAINGRID_H
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| 
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| #include "world.hpp"
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| #include "material.hpp"
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| 
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| namespace Terrain
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| {
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|     class Chunk;
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| 
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|     struct GridElement
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|     {
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|         Ogre::SceneNode* mSceneNode;
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| 
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|         Terrain::MaterialGenerator mMaterialGenerator;
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| 
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|         Terrain::Chunk* mChunk;
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|     };
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| 
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|     /// @brief Simple terrain implementation that loads cells in a grid, with no LOD
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|     class TerrainGrid : public Terrain::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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|         TerrainGrid(Ogre::SceneManager* sceneMgr,
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|                 Terrain::Storage* storage, int visibilityFlags, bool shaders, Terrain::Alignment align);
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|         ~TerrainGrid();
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| 
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|         /// Update chunk LODs according to this camera position
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|         virtual void update (const Ogre::Vector3& cameraPos);
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| 
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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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| 
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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);
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| 
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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);
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|         virtual bool getVisible();
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| 
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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);
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| 
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|         /// Wait until all background loading is complete.
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|         virtual void syncLoad();
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| 
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|     private:
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|         void updateMaterial (GridElement& element);
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| 
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|         typedef std::map<std::pair<int, int>, GridElement> Grid;
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|         Grid mGrid;
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| 
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|         Ogre::SceneNode* mRootNode;
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|         bool mVisible;
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|     };
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| 
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| }
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| 
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| #endif
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