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			75 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_TERRAIN_DRAWABLE_H
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#define OPENMW_COMPONENTS_TERRAIN_DRAWABLE_H
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#include <osg/Geometry>
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namespace osg
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{
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    class ClusterCullingCallback;
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}
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namespace osgUtil
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{
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    class CullVisitor;
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}
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namespace SceneUtil
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{
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    class LightListCallback;
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}
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namespace Terrain
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{
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    class CompositeMap;
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    class CompositeMapRenderer;
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    /**
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     * Subclass of Geometry that supports built in multi-pass rendering and built in LightListCallback.
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     */
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    class TerrainDrawable : public osg::Geometry
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    {
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    public:
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        osg::Object* cloneType() const override { return new TerrainDrawable (); }
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        osg::Object* clone(const osg::CopyOp& copyop) const override { return new TerrainDrawable (*this,copyop); }
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        bool isSameKindAs(const osg::Object* obj) const override { return dynamic_cast<const TerrainDrawable *>(obj)!=nullptr; }
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        const char* className() const override { return "TerrainDrawable"; }
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        const char* libraryName() const override { return "Terrain"; }
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        TerrainDrawable();
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        ~TerrainDrawable(); // has to be defined in the cpp file because we only forward declared some members.
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        TerrainDrawable(const TerrainDrawable& copy, const osg::CopyOp& copyop);
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        void accept(osg::NodeVisitor &nv) override;
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        void cull(osgUtil::CullVisitor* cv);
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        typedef std::vector<osg::ref_ptr<osg::StateSet> > PassVector;
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        void setPasses (const PassVector& passes);
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        void setLightListCallback(SceneUtil::LightListCallback* lightListCallback);
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        void createClusterCullingCallback();
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        void compileGLObjects(osg::RenderInfo& renderInfo) const override;
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        void setupWaterBoundingBox(float waterheight, float margin);
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        const osg::BoundingBox& getWaterBoundingBox() const { return mWaterBoundingBox; }
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        void setCompositeMap(CompositeMap* map) { mCompositeMap = map; }
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        void setCompositeMapRenderer(CompositeMapRenderer* renderer) { mCompositeMapRenderer = renderer; }
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    private:
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        osg::BoundingBox mWaterBoundingBox;
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        PassVector mPasses;
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        osg::ref_ptr<osg::ClusterCullingCallback> mClusterCullingCallback;
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        osg::ref_ptr<SceneUtil::LightListCallback> mLightListCallback;
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        osg::ref_ptr<CompositeMap> mCompositeMap;
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        osg::ref_ptr<CompositeMapRenderer> mCompositeMapRenderer;
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    };
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}
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#endif
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