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			170 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_QUADTREENODE_H
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| #define COMPONENTS_TERRAIN_QUADTREENODE_H
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| 
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| #include <OgreAxisAlignedBox.h>
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| #include <OgreVector2.h>
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| #include <OgreTexture.h>
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| 
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| #include "defs.hpp"
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| 
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| namespace Ogre
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| {
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|     class Rectangle2D;
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| }
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| 
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| namespace Terrain
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| {
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|     class World;
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|     class Chunk;
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|     class MaterialGenerator;
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|     struct LoadResponseData;
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| 
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|     enum ChildDirection
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|     {
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|         NW = 0,
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|         NE = 1,
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|         SW = 2,
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|         SE = 3,
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|         Root
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|     };
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| 
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|     enum LoadState
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|     {
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|         LS_Unloaded,
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|         LS_Loading,
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|         LS_Loaded
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|     };
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| 
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|     /**
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|      * @brief A node in the quad tree for our terrain. Depending on LOD,
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|      *        a node can either choose to render itself in one batch (merging its children),
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|      *        or delegate the render process to its children, rendering each child in at least one batch.
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|      */
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|     class QuadTreeNode
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|     {
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|     public:
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|         /// @param terrain
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|         /// @param dir relative to parent, or Root if we are the root node
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|         /// @param size size (in *cell* units!)
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|         /// @param center center (in *cell* units!)
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|         /// @param parent parent node
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|         QuadTreeNode (World* terrain, ChildDirection dir, float size, const Ogre::Vector2& center, QuadTreeNode* parent);
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|         ~QuadTreeNode();
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| 
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|         /// Rebuild all materials
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|         void applyMaterials();
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| 
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|         /// Initialize neighbours - do this after the quadtree is built
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|         void initNeighbours();
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|         /// Initialize bounding boxes of non-leafs by merging children bounding boxes.
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|         /// Do this after the quadtree is built - note that leaf bounding boxes
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|         /// need to be set first via setBoundingBox!
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|         void initAabb();
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| 
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|         /// @note takes ownership of \a child
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|         void createChild (ChildDirection id, float size, const Ogre::Vector2& center);
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| 
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|         /// Mark this node as a dummy node. This can happen if the terrain size isn't a power of two.
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|         /// For the QuadTree to work, we need to round the size up to a power of two, which means we'll
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|         /// end up with empty nodes that don't actually render anything.
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|         void markAsDummy() { mIsDummy = true; }
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|         bool isDummy() { return mIsDummy; }
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| 
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|         QuadTreeNode* getParent() { return mParent; }
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| 
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|         Ogre::SceneNode* getSceneNode() { return mSceneNode; }
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| 
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|         int getSize() { return mSize; }
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|         Ogre::Vector2 getCenter() { return mCenter; }
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| 
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|         bool hasChildren() { return mChildren[0] != 0; }
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|         QuadTreeNode* getChild(ChildDirection dir) { return mChildren[dir]; }
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| 
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|         /// Get neighbour node in this direction
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|         QuadTreeNode* getNeighbour (Direction dir);
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| 
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|         /// Returns our direction relative to the parent node, or Root if we are the root node.
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|         ChildDirection getDirection() { return mDirection; }
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| 
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|         /// Set bounding box in local coordinates. Should be done at load time for leaf nodes.
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|         /// Other nodes can merge AABB of child nodes.
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|         void setBoundingBox (const Ogre::AxisAlignedBox& box);
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| 
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|         /// Get bounding box in local coordinates
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|         const Ogre::AxisAlignedBox& getBoundingBox();
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| 
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|         const Ogre::AxisAlignedBox& getWorldBoundingBox();
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| 
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|         World* getTerrain() { return mTerrain; }
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| 
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|         /// Adjust LODs for the given camera position, possibly splitting up chunks or merging them.
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|         /// @param force Always choose to render this node, even if not the perfect LOD.
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|         /// @return Did we (or all of our children) choose to render?
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|         bool update (const Ogre::Vector3& cameraPos);
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| 
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|         /// Adjust index buffers of chunks to stitch together chunks of different LOD, so that cracks are avoided.
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|         /// Call after QuadTreeNode::update!
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|         void updateIndexBuffers();
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| 
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|         /// Destroy chunks rendered by this node *and* its children (if param is true)
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|         void destroyChunks(bool children);
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| 
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|         /// Get the effective LOD level if this node was rendered in one chunk
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|         /// with Storage::getCellVertices^2 vertices
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|         size_t getNativeLodLevel() { return mLodLevel; }
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| 
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|         /// Get the effective current LOD level used by the chunk rendering this node
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|         size_t getActualLodLevel();
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| 
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|         /// Is this node currently configured to render itself?
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|         bool hasChunk();
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| 
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|         /// Add a textured quad to a specific 2d area in the composite map scenemanager.
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|         /// Only nodes with size <= 1 can be rendered with alpha blending, so larger nodes will simply
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|         /// call this method on their children.
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|         /// @note Do not call this before World::areLayersLoaded() == true
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|         /// @param area area in image space to put the quad
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|         /// @param quads collect quads here so they can be deleted later
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|         void prepareForCompositeMap(Ogre::TRect<float> area);
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| 
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|         /// Create a chunk for this node from the given data.
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|         void load (const LoadResponseData& data);
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|         void unload(bool recursive=false);
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|         void loadLayers (const LayerCollection& collection);
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|         /// This is recursive! Call it once on the root node after all leafs have loaded layers.
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|         void loadMaterials();
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| 
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|         LoadState getLoadState() { return mLoadState; }
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| 
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|     private:
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|         // Stored here for convenience in case we need layer list again
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|         MaterialGenerator* mMaterialGenerator;
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| 
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|         LoadState mLoadState;
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| 
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|         bool mIsDummy;
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|         float mSize;
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|         size_t mLodLevel; // LOD if we were to render this node in one chunk
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|         Ogre::AxisAlignedBox mBounds;
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|         Ogre::AxisAlignedBox mWorldBounds;
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|         ChildDirection mDirection;
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|         Ogre::Vector2 mCenter;
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| 
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|         Ogre::SceneNode* mSceneNode;
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| 
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|         QuadTreeNode* mParent;
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|         QuadTreeNode* mChildren[4];
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|         QuadTreeNode* mNeighbours[4];
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| 
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|         Chunk* mChunk;
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| 
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|         World* mTerrain;
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| 
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|         Ogre::TexturePtr mCompositeMap;
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| 
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|         void ensureCompositeMap();
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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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