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			42 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H
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#define COMPONENTS_TERRAIN_BUFFERCACHE_H
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#include <osg/ref_ptr>
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#include <osg/Array>
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#include <osg/PrimitiveSet>
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#include <map>
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#include <mutex>
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namespace Terrain
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{
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    /// @brief Implements creation and caching of vertex buffers for terrain chunks.
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    class BufferCache
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    {
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    public:
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        /// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
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        ///              next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
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        /// @note Thread safe.
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        osg::ref_ptr<osg::DrawElements> getIndexBuffer (unsigned int numVerts, unsigned int flags);
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        /// @note Thread safe.
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        osg::ref_ptr<osg::Vec2Array> getUVBuffer(unsigned int numVerts);
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        void clearCache();
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        void releaseGLObjects(osg::State* state);
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    private:
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        // Index buffers are shared across terrain batches where possible. There is one index buffer for each
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        // combination of LOD deltas and index buffer LOD we may need.
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        std::map<std::pair<int, int>, osg::ref_ptr<osg::DrawElements> > mIndexBufferMap;
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        std::mutex mIndexBufferMutex;
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        std::map<int, osg::ref_ptr<osg::Vec2Array> > mUvBufferMap;
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        std::mutex mUvBufferMutex;
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    };
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}
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#endif
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