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openmw/components/terrain/world.hpp

189 lines
5.2 KiB
C++

#ifndef COMPONENTS_TERRAIN_WORLD_H
#define COMPONENTS_TERRAIN_WORLD_H
#include <osg/ref_ptr>
#include <osg/Referenced>
#include <osg/Vec3f>
#include <atomic>
#include <limits>
#include <memory>
#include <set>
#include <components/sceneutil/nodecallback.hpp>
#include "defs.hpp"
#include "cellborder.hpp"
namespace osg
{
class Group;
class Stats;
class Node;
class Object;
}
namespace Resource
{
class ResourceSystem;
}
namespace Loading
{
class Reporter;
}
namespace Terrain
{
class Storage;
class TextureManager;
class ChunkManager;
class CompositeMapRenderer;
class HeightCullCallback : public SceneUtil::NodeCallback<HeightCullCallback>
{
public:
void setLowZ(float z)
{
mLowZ = z;
}
float getLowZ() const
{
return mLowZ;
}
void setHighZ(float highZ)
{
mHighZ = highZ;
}
float getHighZ() const
{
return mHighZ;
}
void setCullMask(unsigned int mask)
{
mMask = mask;
}
unsigned int getCullMask() const
{
return mMask;
}
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (mLowZ <= mHighZ)
traverse(node, nv);
}
private:
float mLowZ{-std::numeric_limits<float>::max()};
float mHighZ{std::numeric_limits<float>::max()};
unsigned int mMask{~0u};
};
/**
* @brief A View is a collection of rendering objects that are visible from a given camera/intersection.
* The base View class is part of the interface for usage in conjunction with preload feature.
*/
class View : public osg::Referenced
{
public:
virtual ~View() {}
/// Reset internal structure so that the next addition to the view will override the previous frame's contents.
virtual void reset() = 0;
};
/**
* @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