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			124 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
	
		
			4.9 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_WORLD_H
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#define COMPONENTS_TERRAIN_WORLD_H
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#include <OgreVector3.h>
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#include "defs.hpp"
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#include "buffercache.hpp"
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namespace Ogre
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{
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    class SceneManager;
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}
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namespace Terrain
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{
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    class Storage;
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    /**
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     * @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed
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     *  is up to the implementation.
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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 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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        World(Ogre::SceneManager* sceneMgr,
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                Storage* storage, int visiblityFlags, bool shaders, Alignment align);
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        virtual ~World();
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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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        virtual void update (const Ogre::Vector3& cameraPos) = 0;
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        // This is only a hint and may be ignored by the implementation.
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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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        /// 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) = 0;
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        Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
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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 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) = 0;
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        virtual bool getVisible() = 0;
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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) = 0;
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        int getVisibilityFlags() { return mVisibilityFlags; }
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        Alignment getAlign() { return mAlign; }
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        /// Wait until all background loading is complete.
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        virtual void syncLoad() {}
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    protected:
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        bool mShaders;
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        bool mShadows;
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        bool mSplitShadows;
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        Alignment mAlign;
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        Storage* mStorage;
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        int mVisibilityFlags;
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        Ogre::SceneManager* mSceneMgr;
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        BufferCache mCache;
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    public:
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        // ----INTERNAL----
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        BufferCache& getBufferCache() { return mCache; }
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        // Convert the given position from Z-up align, i.e. Align_XY to the wanted align set in mAlign
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        void convertPosition (float& x, float& y, float& z);
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        void convertPosition (Ogre::Vector3& pos);
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        void convertBounds (Ogre::AxisAlignedBox& bounds);
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    };
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}
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#endif
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