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			124 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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|  *
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|  * Permission is hereby granted, free of charge, to any person obtaining a copy
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|  * of this software and associated documentation files (the "Software"), to deal
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|  * in the Software without restriction, including without limitation the rights
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|  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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|  * copies of the Software, and to permit persons to whom the Software is
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|  * furnished to do so, subject to the following conditions:
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|  *
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|  * The above copyright notice and this permission notice shall be included in
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|  * all copies or substantial portions of the Software.
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| 
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|  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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|  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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|  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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|  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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|  * THE SOFTWARE.
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|  */
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| #ifndef COMPONENTS_TERRAIN_WORLD_H
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| #define COMPONENTS_TERRAIN_WORLD_H
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| 
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| #include <OgreVector3.h>
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| 
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| #include "defs.hpp"
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| #include "buffercache.hpp"
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| 
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| namespace Ogre
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| {
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|     class SceneManager;
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| }
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| 
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| namespace Terrain
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| {
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|     class Storage;
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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 sceneMgr scene manager to use
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|         /// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
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|         /// @param visbilityFlags visibility flags for the created meshes
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|         /// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
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|         ///         faster so this is just here for compatibility.
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|         /// @param align The align of the terrain, see Alignment enum
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|         World(Ogre::SceneManager* sceneMgr,
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|                 Storage* storage, int visiblityFlags, bool shaders, Alignment align);
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|         virtual ~World();
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| 
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|         bool getShadersEnabled() { return mShaders; }
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|         bool getShadowsEnabled() { return mShadows; }
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|         bool getSplitShadowsEnabled() { return mSplitShadows; }
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| 
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|         float getHeightAt (const Ogre::Vector3& worldPos);
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| 
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|         /// Update chunk LODs according to this camera position
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|         /// @note Calling this method might lead to composite textures being rendered, so it is best
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|         /// not to call it when render commands are still queued, since that would cause a flush.
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|         virtual void update (const Ogre::Vector3& cameraPos) = 0;
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| 
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|         // This is only a hint and may be ignored by the implementation.
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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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|         /// Get the world bounding box of a chunk of terrain centered at \a center
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|         virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center) = 0;
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| 
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|         Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
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| 
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|         Storage* getStorage() { return mStorage; }
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| 
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|         /// Show or hide the whole terrain
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|         /// @note this setting may be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
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|         virtual void setVisible(bool visible) = 0;
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|         virtual bool getVisible() = 0;
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| 
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|         /// Recreate materials used by terrain chunks. This should be called whenever settings of
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|         /// the material factory are changed. (Relying on the factory to update those materials is not
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|         /// enough, since turning a feature on/off can change the number of texture units available for layer/blend
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|         /// textures, and to properly respond to this we may need to change the structure of the material, such as
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|         /// adding or removing passes. This can only be achieved by a full rebuild.)
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|         virtual void applyMaterials(bool shadows, bool splitShadows) = 0;
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| 
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|         int getVisibilityFlags() { return mVisibilityFlags; }
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| 
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|         Alignment getAlign() { return mAlign; }
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| 
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|         /// Wait until all background loading is complete.
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|         virtual void syncLoad() {}
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| 
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|     protected:
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|         bool mShaders;
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|         bool mShadows;
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|         bool mSplitShadows;
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|         Alignment mAlign;
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| 
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|         Storage* mStorage;
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| 
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|         int mVisibilityFlags;
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| 
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|         Ogre::SceneManager* mSceneMgr;
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| 
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|         BufferCache mCache;
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| 
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|     public:
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|         // ----INTERNAL----
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|         BufferCache& getBufferCache() { return mCache; }
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| 
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|         // Convert the given position from Z-up align, i.e. Align_XY to the wanted align set in mAlign
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|         void convertPosition (float& x, float& y, float& z);
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|         void convertPosition (Ogre::Vector3& pos);
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|         void convertBounds (Ogre::AxisAlignedBox& bounds);
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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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