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			139 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_TERRAIN_WORLD_H
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#define COMPONENTS_TERRAIN_WORLD_H
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#include <osg/Referenced>
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#include <osg/Vec3f>
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#include <osg/ref_ptr>
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#include <memory>
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#include <set>
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#include <components/esm/refid.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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}
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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 Loading
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{
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    class Reporter;
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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 View;
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    class HeightCullCallback;
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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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        explicit World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem,
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            Storage* storage, unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask,
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            ESM::RefId worldspace, double expiryDelay);
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        World(osg::Group* parent, Storage* storage, unsigned int nodeMask, ESM::RefId worldspace);
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        virtual ~World();
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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, const osg::Vec4i& cellgrid,
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            std::atomic<bool>& abort, Loading::Reporter& reporter)
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        {
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        }
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        virtual void rebuildViews() {}
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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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        ESM::RefId getWorldspace() { return mWorldspace; }
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        Storage* getStorage() { return mStorage; }
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        osg::Callback* getHeightCullCallback(float highz, unsigned int mask);
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        void setActiveGrid(const osg::Vec4i& grid) { mActiveGrid = grid; }
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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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        osg::Vec4i mActiveGrid;
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        ESM::RefId mWorldspace;
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    };
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}
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#endif
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