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	Improves performance because the number of splatting layers per chunk is reduced, and finer grained frustum culling can be done.
		
			
				
	
	
		
			44 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
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| #define COMPONENTS_TERRAIN_TERRAINGRID_H
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| 
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| #include <osg/Vec2f>
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| 
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| #include "world.hpp"
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| #include "material.hpp"
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| 
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| namespace osg
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| {
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|     class KdTreeBuilder;
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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 GridElement;
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| 
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|     /// @brief Simple terrain implementation that loads cells in a grid, with no LOD
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|     class TerrainGrid : public Terrain::World
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|     {
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|     public:
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|         TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
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|               Storage* storage, int nodeMask);
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|         ~TerrainGrid();
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| 
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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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| 
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|     private:
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|         osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
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| 
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|         // split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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|         unsigned int mNumSplits;
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| 
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|         typedef std::map<std::pair<int, int>, GridElement*> Grid;
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|         Grid mGrid;
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| 
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|         osg::ref_ptr<osg::KdTreeBuilder> mKdTreeBuilder;
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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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