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			193 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			193 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef COMPONENTS_TERRAIN_WORLD_H
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| #define COMPONENTS_TERRAIN_WORLD_H
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| 
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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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| 
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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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| 
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| #include "defs.hpp"
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| #include "cellborder.hpp"
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| 
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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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| 
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| namespace Resource
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| {
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|     class ResourceSystem;
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| }
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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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| 
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| namespace Terrain
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| {
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|     class Storage;
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| 
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|     class TextureManager;
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|     class ChunkManager;
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|     class CompositeMapRenderer;
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| 
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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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| 
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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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| 
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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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| 
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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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|     /**
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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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| 
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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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|     /**
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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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| 
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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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| 
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|         /// See CompositeMapRenderer::setTargetFrameRate
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|         void setTargetFrameRate(float rate);
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| 
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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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| 
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|         float getHeightAt (const osg::Vec3f& worldPos);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         virtual void enable(bool enabled) {}
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| 
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|         virtual void setBordersVisible(bool visible);
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|         virtual bool getBordersVisible() { return mBorderVisible; }
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| 
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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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| 
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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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| 
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|         virtual void preload(View* view, const osg::Vec3f& viewPoint, const osg::Vec4i &cellgrid, std::atomic<bool>& abort, std::atomic<int>& progress, int& progressRange) {}
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| 
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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 bool storeView(const View* view, double referenceTime) {return true;}
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| 
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|         virtual void rebuildViews() {}
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| 
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|         virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {}
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| 
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|         virtual void setViewDistance(float distance) {}
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| 
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|         Storage* getStorage() { return mStorage; }
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| 
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|         osg::Callback* getHeightCullCallback(float highz, unsigned int mask);
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| 
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|         void setActiveGrid(const osg::Vec4i &grid) { mActiveGrid = grid; }
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| 
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|     protected:
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|         Storage* mStorage;
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| 
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|         osg::ref_ptr<osg::Group> mParent;
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|         osg::ref_ptr<osg::Group> mTerrainRoot;
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| 
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|         osg::ref_ptr<osg::Group> mCompositeMapCamera;
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|         osg::ref_ptr<CompositeMapRenderer> mCompositeMapRenderer;
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| 
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|         Resource::ResourceSystem* mResourceSystem;
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| 
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|         std::unique_ptr<TextureManager> mTextureManager;
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|         std::unique_ptr<ChunkManager> mChunkManager;
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| 
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|         std::unique_ptr<CellBorder> mCellBorder;
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| 
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|         bool mBorderVisible;
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| 
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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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|         osg::Vec4i mActiveGrid;
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|     };
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| }
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| 
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| #endif
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