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			154 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_H
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#define COMPONENTS_TERRAIN_H
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#include <OgreHardwareIndexBuffer.h>
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#include <OgreHardwareVertexBuffer.h>
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#include <OgreAxisAlignedBox.h>
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#include <OgreTexture.h>
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namespace Loading
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{
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    class Listener;
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}
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namespace Ogre
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{
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    class Camera;
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}
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namespace Terrain
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{
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    class QuadTreeNode;
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    class Storage;
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    /**
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     * @brief A quadtree-based terrain implementation suitable for large data sets. \n
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     *        Near cells are rendered with alpha splatting, distant cells are merged
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     *        together in batches and have their layers pre-rendered onto a composite map. \n
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     *        Cracks at LOD transitions are avoided using stitching.
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     * @note  Multiple cameras are not supported yet
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     */
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    class 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 loadingListener Listener to update with progress
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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 distantLand Whether to draw all of the terrain, or only a 3x3 grid around the camera.
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        ///         This is a temporary option until it can be streamlined.
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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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        World(Loading::Listener* loadingListener, Ogre::SceneManager* sceneMgr,
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                Storage* storage, int visiblityFlags, bool distantLand, bool shaders);
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        ~World();
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        void setLoadingListener(Loading::Listener* loadingListener) { mLoadingListener = loadingListener; }
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        bool getDistantLandEnabled() { return mDistantLand; }
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        bool getShadersEnabled() { return mShaders; }
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        bool getShadowsEnabled() { return mShadows; }
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        bool getSplitShadowsEnabled() { return mSplitShadows; }
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        float getHeightAt (const Ogre::Vector3& worldPos);
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        /// Update chunk LODs according to this camera position
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        /// @note Calling this method might lead to composite textures being rendered, so it is best
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        /// not to call it when render commands are still queued, since that would cause a flush.
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        void update (const Ogre::Vector3& cameraPos);
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        /// Get the world bounding box of a chunk of terrain centered at \a center
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        Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
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        Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
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        Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
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        Storage* getStorage() { return mStorage; }
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        /// Show or hide the whole terrain
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        /// @note this setting will be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
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        void setVisible(bool visible);
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        bool getVisible();
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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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        void applyMaterials(bool shadows, bool splitShadows);
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        int getVisiblityFlags() { return mVisibilityFlags; }
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        int getMaxBatchSize() { return mMaxBatchSize; }
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        void enableSplattingShader(bool enabled);
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    private:
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        bool mDistantLand;
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        bool mShaders;
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        bool mShadows;
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        bool mSplitShadows;
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        bool mVisible;
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        Loading::Listener* mLoadingListener;
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        QuadTreeNode* mRootNode;
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        Ogre::SceneNode* mRootSceneNode;
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        Storage* mStorage;
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        int mVisibilityFlags;
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        Ogre::SceneManager* mSceneMgr;
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        Ogre::SceneManager* mCompositeMapSceneMgr;
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        /// Bounds in cell units
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        Ogre::AxisAlignedBox mBounds;
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        /// Minimum size of a terrain batch along one side (in cell units)
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        float mMinBatchSize;
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        /// Maximum size of a terrain batch along one side (in cell units)
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        float mMaxBatchSize;
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        void buildQuadTree(QuadTreeNode* node);
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    public:
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        // ----INTERNAL----
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        enum IndexBufferFlags
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        {
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            IBF_North = 1 << 0,
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            IBF_East  = 1 << 1,
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            IBF_South = 1 << 2,
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            IBF_West  = 1 << 3
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        };
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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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        /// @param numIndices number of indices that were used will be written here
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        Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (int flags, size_t& numIndices);
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        Ogre::HardwareVertexBufferSharedPtr getVertexBuffer (int numVertsOneSide);
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        Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
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        // Delete all quads
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        void clearCompositeMapSceneManager();
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        void renderCompositeMap (Ogre::TexturePtr target);
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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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        Ogre::RenderTarget* mCompositeMapRenderTarget;
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        Ogre::TexturePtr mCompositeMapRenderTexture;
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    };
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}
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#endif
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