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openmw/components/terrain/world.hpp

140 lines
4.0 KiB
C++

#ifndef COMPONENTS_TERRAIN_WORLD_H
#define COMPONENTS_TERRAIN_WORLD_H
#include <osg/Referenced>
#include <osg/Vec3f>
#include <osg/ref_ptr>
#include <memory>
#include <set>
#include <components/esm/refid.hpp>
#include "cellborder.hpp"
namespace osg
{
class Group;
class Stats;
}
namespace Resource
{
class ResourceSystem;
}
namespace Loading
{
class Reporter;
}
namespace Terrain
{
class Storage;
class TextureManager;
class ChunkManager;
class CompositeMapRenderer;
class View;
class HeightCullCallback;
/**
* @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed
* is up to the implementation.
*/
class World
{
public:
/// @note takes ownership of \a storage
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
/// @param nodeMask mask for the terrain root
/// @param preCompileMask mask for pre compiling textures
explicit World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem,
Storage* storage, unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask,
ESM::RefId worldspace, double expiryDelay);
World(osg::Group* parent, Storage* storage, unsigned int nodeMask, ESM::RefId worldspace);
virtual ~World();
/// See CompositeMapRenderer::setTargetFrameRate
void setTargetFrameRate(float rate);
/// Apply the scene manager's texture filtering settings to all cached textures.
/// @note Thread safe.
void updateTextureFiltering();
float getHeightAt(const osg::Vec3f& worldPos);
/// Clears the cached land and landtexture data.
/// @note Thread safe.
virtual void clearAssociatedCaches();
/// Load a terrain cell and store it in the View for later use.
/// @note Thread safe.
virtual void cacheCell(View* view, int x, int y) {}
/// Load the cell into the scene graph.
/// @note Not thread safe.
virtual void loadCell(int x, int y);
/// Remove the cell from the scene graph.
/// @note Not thread safe.
virtual void unloadCell(int x, int y);
virtual void enable(bool enabled) {}
virtual void setBordersVisible(bool visible);
virtual bool getBordersVisible() { return mBorderVisible; }
/// Create a View to use with preload feature. The caller is responsible for deleting the view.
/// @note Thread safe.
virtual View* createView() { return nullptr; }
/// @note Thread safe, as long as you do not attempt to load into the same view from multiple threads.
virtual void preload(View* view, const osg::Vec3f& viewPoint, const osg::Vec4i& cellgrid,
std::atomic<bool>& abort, Loading::Reporter& reporter)
{
}
virtual void rebuildViews() {}
virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {}
virtual void setViewDistance(float distance) {}
ESM::RefId getWorldspace() { return mWorldspace; }
Storage* getStorage() { return mStorage; }
osg::Callback* getHeightCullCallback(float highz, unsigned int mask);
void setActiveGrid(const osg::Vec4i& grid) { mActiveGrid = grid; }
protected:
Storage* mStorage;
osg::ref_ptr<osg::Group> mParent;
osg::ref_ptr<osg::Group> mTerrainRoot;
osg::ref_ptr<osg::Group> mCompositeMapCamera;
osg::ref_ptr<CompositeMapRenderer> mCompositeMapRenderer;
Resource::ResourceSystem* mResourceSystem;
std::unique_ptr<TextureManager> mTextureManager;
std::unique_ptr<ChunkManager> mChunkManager;
std::unique_ptr<CellBorder> mCellBorder;
bool mBorderVisible;
std::set<std::pair<int, int>> mLoadedCells;
osg::ref_ptr<HeightCullCallback> mHeightCullCallback;
osg::Vec4i mActiveGrid;
ESM::RefId mWorldspace;
};
}
#endif