mirror of https://github.com/OpenMW/openmw.git
You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
134 lines
3.8 KiB
C++
134 lines
3.8 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 "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
|
|
World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage,
|
|
unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask);
|
|
World(osg::Group* parent, Storage* storage, unsigned int nodeMask);
|
|
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) {}
|
|
|
|
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;
|
|
};
|
|
}
|
|
|
|
#endif
|