mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 18:26:38 +00:00 
			
		
		
		
	conversion from 'const float' to 'int', possible loss of data conversion from 'double' to 'int', possible loss of data conversion from 'float' to 'int', possible loss of data
		
			
				
	
	
		
			177 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
 | |
|  *
 | |
|  * Permission is hereby granted, free of charge, to any person obtaining a copy
 | |
|  * of this software and associated documentation files (the "Software"), to deal
 | |
|  * in the Software without restriction, including without limitation the rights
 | |
|  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 | |
|  * copies of the Software, and to permit persons to whom the Software is
 | |
|  * furnished to do so, subject to the following conditions:
 | |
|  *
 | |
|  * The above copyright notice and this permission notice shall be included in
 | |
|  * all copies or substantial portions of the Software.
 | |
| 
 | |
|  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 | |
|  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 | |
|  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 | |
|  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 | |
|  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 | |
|  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 | |
|  * THE SOFTWARE.
 | |
|  */
 | |
| #ifndef COMPONENTS_TERRAIN_H
 | |
| #define COMPONENTS_TERRAIN_H
 | |
| 
 | |
| #include <OgreAxisAlignedBox.h>
 | |
| #include <OgreTexture.h>
 | |
| #include <OgreWorkQueue.h>
 | |
| 
 | |
| #include "world.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 DefaultWorld : public 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 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.
 | |
|         DefaultWorld(Ogre::SceneManager* sceneMgr,
 | |
|                 Storage* storage, int visibilityFlags, bool shaders, Alignment align, float minBatchSize, float maxBatchSize);
 | |
|         ~DefaultWorld();
 | |
| 
 | |
|         /// 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);
 | |
| 
 | |
|         /// Get the world bounding box of a chunk of terrain centered at \a center
 | |
|         virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
 | |
| 
 | |
|         Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
 | |
| 
 | |
|         /// 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
 | |
|         virtual void setVisible(bool visible);
 | |
|         virtual 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.)
 | |
|         virtual void applyMaterials(bool shadows, bool splitShadows);
 | |
| 
 | |
|         int getMaxBatchSize() { return static_cast<int>(mMaxBatchSize); }
 | |
| 
 | |
|         /// Wait until all background loading is complete.
 | |
|         void syncLoad();
 | |
| 
 | |
|     private:
 | |
|         // Called from a background worker thread
 | |
|         virtual Ogre::WorkQueue::Response* handleRequest(const Ogre::WorkQueue::Request* req, const Ogre::WorkQueue* srcQ);
 | |
|         // Called from the main thread
 | |
|         virtual void handleResponse(const Ogre::WorkQueue::Response* res, const Ogre::WorkQueue* srcQ);
 | |
|         Ogre::uint16 mWorkQueueChannel;
 | |
| 
 | |
|         bool mVisible;
 | |
| 
 | |
|         QuadTreeNode* mRootNode;
 | |
|         Ogre::SceneNode* mRootSceneNode;
 | |
| 
 | |
|         /// The number of chunks currently loading in a background thread. If 0, we have finished loading!
 | |
|         int mChunksLoading;
 | |
| 
 | |
|         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);
 | |
| 
 | |
|         // 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; }
 | |
| 
 | |
|         bool areLayersLoaded() { return !mLayerLoadPending; }
 | |
| 
 | |
|         // Delete all quads
 | |
|         void clearCompositeMapSceneManager();
 | |
|         void renderCompositeMap (Ogre::TexturePtr target);
 | |
| 
 | |
|         // 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
 |