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			187 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			187 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_WORLD_H
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#define COMPONENTS_TERRAIN_WORLD_H
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <osg/Vec3f>
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#include <osg/NodeCallback>
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#include <atomic>
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#include <limits>
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#include <memory>
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#include <set>
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#include "defs.hpp"
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#include "cellborder.hpp"
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namespace osg
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{
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    class Group;
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    class Stats;
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    class Node;
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    class Object;
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}
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namespace Resource
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{
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    class ResourceSystem;
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}
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namespace SceneUtil
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{
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    class WorkQueue;
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}
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namespace Terrain
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{
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    class Storage;
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    class TextureManager;
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    class ChunkManager;
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    class CompositeMapRenderer;
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    class HeightCullCallback : public osg::NodeCallback
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    {
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    public:
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        void setLowZ(float z)
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        {
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            mLowZ = z;
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        }
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        float getLowZ() const
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        {
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            return mLowZ;
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        }
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        void setHighZ(float highZ)
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        {
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            mHighZ = highZ;
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        }
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        float getHighZ() const
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        {
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            return mHighZ;
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        }
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        void setCullMask(unsigned int mask)
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        {
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            mMask = mask;
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        }
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        unsigned int getCullMask() const
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        {
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            return mMask;
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        }
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        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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        {
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            if (mLowZ <= mHighZ)
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                traverse(node, nv);
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        }
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    private:
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        float mLowZ{-std::numeric_limits<float>::max()};
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        float mHighZ{std::numeric_limits<float>::max()};
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        unsigned int mMask{~0u};
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    };
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    /**
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     * @brief A View is a collection of rendering objects that are visible from a given camera/intersection.
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     * The base View class is part of the interface for usage in conjunction with preload feature.
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     */
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    class View : public osg::Referenced
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    {
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    public:
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        virtual ~View() {}
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        /// Reset internal structure so that the next addition to the view will override the previous frame's contents.
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        virtual void reset() = 0;
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    };
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    /**
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     * @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed
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     *  is up to the implementation.
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     */
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    class World
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    {
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    public:
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        /// @note takes ownership of \a storage
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        /// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
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        /// @param nodeMask mask for the terrain root
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        /// @param preCompileMask mask for pre compiling textures
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        World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask, int borderMask);
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        virtual ~World();
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        /// Set a WorkQueue to delete objects in the background thread.
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        void setWorkQueue(SceneUtil::WorkQueue* workQueue);
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        /// See CompositeMapRenderer::setTargetFrameRate
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        void setTargetFrameRate(float rate);
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        /// Apply the scene manager's texture filtering settings to all cached textures.
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        /// @note Thread safe.
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        void updateTextureFiltering();
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        float getHeightAt (const osg::Vec3f& worldPos);
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        /// Clears the cached land and landtexture data.
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        /// @note Thread safe.
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        virtual void clearAssociatedCaches();
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        /// Load a terrain cell and store it in the View for later use.
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        /// @note Thread safe.
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        virtual void cacheCell(View* view, int x, int y) {}
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        /// Load the cell into the scene graph.
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        /// @note Not thread safe.
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        virtual void loadCell(int x, int y);
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        /// Remove the cell from the scene graph.
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        /// @note Not thread safe.
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        virtual void unloadCell(int x, int y);
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        virtual void enable(bool enabled) {}
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        virtual void setBordersVisible(bool visible);
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        virtual bool getBordersVisible() { return mBorderVisible; }
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        /// Create a View to use with preload feature. The caller is responsible for deleting the view.
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        /// @note Thread safe.
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        virtual View* createView() { return nullptr; }
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        /// @note Thread safe, as long as you do not attempt to load into the same view from multiple threads.
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        virtual void preload(View* view, const osg::Vec3f& viewPoint, std::atomic<bool>& abort) {}
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        /// Store a preloaded view into the cache with the intent that the next rendering traversal can use it.
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        /// @note Not thread safe.
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        virtual void storeView(const View* view, double referenceTime) {}
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        virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {}
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        virtual void setViewDistance(float distance) {}
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        Storage* getStorage() { return mStorage; }
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        osg::Callback* getHeightCullCallback(float highz, unsigned int mask);
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    protected:
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        Storage* mStorage;
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        osg::ref_ptr<osg::Group> mParent;
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        osg::ref_ptr<osg::Group> mTerrainRoot;
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        osg::ref_ptr<osg::Group> mCompositeMapCamera;
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        osg::ref_ptr<CompositeMapRenderer> mCompositeMapRenderer;
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        Resource::ResourceSystem* mResourceSystem;
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        std::unique_ptr<TextureManager> mTextureManager;
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        std::unique_ptr<ChunkManager> mChunkManager;
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        std::unique_ptr<CellBorder> mCellBorder;
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        bool mBorderVisible;
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        std::set<std::pair<int,int>> mLoadedCells;
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        osg::ref_ptr<HeightCullCallback> mHeightCullCallback;
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    };
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}
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#endif
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