#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H #define COMPONENTS_TERRAIN_BUFFERCACHE_H #include <osg/ref_ptr> #include <osg/Array> #include <osg/PrimitiveSet> #include <map> namespace Terrain { /// @brief Implements creation and caching of vertex buffers for terrain chunks. class BufferCache { public: BufferCache(unsigned int numVerts) : mNumVerts(numVerts) {} /// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each) /// next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices) /// @note Thread safe. osg::ref_ptr<osg::DrawElements> getIndexBuffer (unsigned int flags); /// @note Thread safe. osg::ref_ptr<osg::Vec2Array> getUVBuffer(); // TODO: add releaseGLObjects() for our vertex/element buffer objects private: // Index buffers are shared across terrain batches where possible. There is one index buffer for each // combination of LOD deltas and index buffer LOD we may need. std::map<int, osg::ref_ptr<osg::DrawElements> > mIndexBufferMap; OpenThreads::Mutex mIndexBufferMutex; std::map<int, osg::ref_ptr<osg::Vec2Array> > mUvBufferMap; OpenThreads::Mutex mUvBufferMutex; unsigned int mNumVerts; }; } #endif