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			193 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			193 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_H
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| #define COMPONENTS_TERRAIN_H
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| 
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| #include <OgreAxisAlignedBox.h>
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| #include <OgreTexture.h>
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| #include <OgreWorkQueue.h>
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| 
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| #include "defs.hpp"
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| #include "buffercache.hpp"
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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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| 
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| namespace Terrain
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| {
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| 
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|     class QuadTreeNode;
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|     class Storage;
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| 
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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 : public Ogre::WorkQueue::RequestHandler, public Ogre::WorkQueue::ResponseHandler
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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 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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|         /// @param align The align of the terrain, see Alignment enum
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|         /// @param minBatchSize Minimum size of a terrain batch along one side (in cell units). Used for building the quad tree.
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|         /// @param maxBatchSize Maximum size of a terrain batch along one side (in cell units). Used when traversing the quad tree.
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|         World(Ogre::SceneManager* sceneMgr,
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|                 Storage* storage, int visiblityFlags, bool distantLand, bool shaders, Alignment align, float minBatchSize, float maxBatchSize);
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|         ~World();
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| 
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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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| 
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|         float getHeightAt (const Ogre::Vector3& worldPos);
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| 
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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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| 
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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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| 
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|         Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
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| 
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|         Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
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| 
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|         Storage* getStorage() { return mStorage; }
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| 
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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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| 
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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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| 
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|         int getVisiblityFlags() { return mVisibilityFlags; }
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| 
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|         int getMaxBatchSize() { return mMaxBatchSize; }
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| 
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|         void enableSplattingShader(bool enabled);
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| 
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|         Alignment getAlign() { return mAlign; }
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| 
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|         /// Wait until all background loading is complete.
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|         void syncLoad();
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| 
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|     private:
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|         // Called from a background worker thread
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|         Ogre::WorkQueue::Response* handleRequest(const Ogre::WorkQueue::Request* req, const Ogre::WorkQueue* srcQ);
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|         // Called from the main thread
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|         void handleResponse(const Ogre::WorkQueue::Response* res, const Ogre::WorkQueue* srcQ);
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|         Ogre::uint16 mWorkQueueChannel;
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| 
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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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|         Alignment mAlign;
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| 
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|         QuadTreeNode* mRootNode;
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|         Ogre::SceneNode* mRootSceneNode;
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|         Storage* mStorage;
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| 
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|         int mVisibilityFlags;
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| 
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|         /// The number of chunks currently loading in a background thread. If 0, we have finished loading!
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|         int mChunksLoading;
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| 
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|         Ogre::SceneManager* mSceneMgr;
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|         Ogre::SceneManager* mCompositeMapSceneMgr;
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| 
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|         /// Bounds in cell units
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|         float mMinX, mMaxX, mMinY, mMaxY;
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| 
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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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| 
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|         void buildQuadTree(QuadTreeNode* node, std::vector<QuadTreeNode*>& leafs);
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| 
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|         BufferCache mCache;
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| 
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|         // Are layers for leaf nodes loaded? This is done once at startup (but in a background thread)
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|         bool mLayerLoadPending;
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| 
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|     public:
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|         // ----INTERNAL----
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|         Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
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|         BufferCache& getBufferCache() { return mCache; }
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| 
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|         bool areLayersLoaded() { return !mLayerLoadPending; }
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| 
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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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| 
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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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|         // Adds a WorkQueue request to load a chunk for this node in the background.
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|         void queueLoad (QuadTreeNode* node);
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| 
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|     private:
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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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|     struct LoadRequestData
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|     {
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|         QuadTreeNode* mNode;
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| 
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|         friend std::ostream& operator<<(std::ostream& o, const LoadRequestData& r)
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|         { return o; }
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|     };
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| 
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|     struct LoadResponseData
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|     {
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|         std::vector<float> mPositions;
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|         std::vector<float> mNormals;
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|         std::vector<Ogre::uint8> mColours;
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| 
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|         friend std::ostream& operator<<(std::ostream& o, const LoadResponseData& r)
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|         { return o; }
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|     };
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| 
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|     struct LayersRequestData
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|     {
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|         std::vector<QuadTreeNode*> mNodes;
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|         bool mPack;
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| 
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|         friend std::ostream& operator<<(std::ostream& o, const LayersRequestData& r)
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|         { return o; }
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|     };
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| 
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|     struct LayersResponseData
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|     {
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|         std::vector<LayerCollection> mLayerCollections;
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| 
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|         friend std::ostream& operator<<(std::ostream& o, const LayersResponseData& r)
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|         { return o; }
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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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