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			57 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * in the Software without restriction, including without limitation the rights
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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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 * THE SOFTWARE.
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 */
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#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H
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#define COMPONENTS_TERRAIN_BUFFERCACHE_H
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#include <OgreHardwareIndexBuffer.h>
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#include <OgreHardwareVertexBuffer.h>
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#include <map>
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namespace Terrain
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{
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    /// @brief Implements creation and caching of vertex buffers for terrain chunks.
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    class BufferCache
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    {
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    public:
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        BufferCache(unsigned int numVerts) : mNumVerts(numVerts) {}
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        /// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
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        ///              next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
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        Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (unsigned int flags);
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        Ogre::HardwareVertexBufferSharedPtr getUVBuffer ();
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    private:
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        // Index buffers are shared across terrain batches where possible. There is one index buffer for each
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        // combination of LOD deltas and index buffer LOD we may need.
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        std::map<int, Ogre::HardwareIndexBufferSharedPtr> mIndexBufferMap;
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        std::map<int, Ogre::HardwareVertexBufferSharedPtr> mUvBufferMap;
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        unsigned int mNumVerts;
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    };
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}
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#endif
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