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190 lines
6.8 KiB
C++
190 lines
6.8 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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* 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_QUADTREENODE_H
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#define COMPONENTS_TERRAIN_QUADTREENODE_H
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#include <OgreAxisAlignedBox.h>
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#include <OgreVector2.h>
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#include <OgreTexture.h>
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#include "defs.hpp"
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namespace Ogre
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{
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class Rectangle2D;
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}
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namespace Terrain
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{
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class DefaultWorld;
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class Chunk;
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class MaterialGenerator;
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struct LoadResponseData;
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enum ChildDirection
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{
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NW = 0,
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NE = 1,
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SW = 2,
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SE = 3,
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Root
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};
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enum LoadState
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{
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LS_Unloaded,
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LS_Loading,
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LS_Loaded
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};
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/**
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* @brief A node in the quad tree for our terrain. Depending on LOD,
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* a node can either choose to render itself in one batch (merging its children),
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* or delegate the render process to its children, rendering each child in at least one batch.
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*/
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class QuadTreeNode
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{
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public:
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/// @param terrain
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/// @param dir relative to parent, or Root if we are the root node
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/// @param size size (in *cell* units!)
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/// @param center center (in *cell* units!)
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/// @param parent parent node
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QuadTreeNode (DefaultWorld* terrain, ChildDirection dir, float size, const Ogre::Vector2& center, QuadTreeNode* parent);
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~QuadTreeNode();
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/// Rebuild all materials
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void applyMaterials();
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/// Initialize neighbours - do this after the quadtree is built
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void initNeighbours();
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/// Initialize bounding boxes of non-leafs by merging children bounding boxes.
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/// Do this after the quadtree is built - note that leaf bounding boxes
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/// need to be set first via setBoundingBox!
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void initAabb();
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/// @note takes ownership of \a child
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void createChild (ChildDirection id, float size, const Ogre::Vector2& center);
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/// Mark this node as a dummy node. This can happen if the terrain size isn't a power of two.
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/// For the QuadTree to work, we need to round the size up to a power of two, which means we'll
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/// end up with empty nodes that don't actually render anything.
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void markAsDummy() { mIsDummy = true; }
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bool isDummy() { return mIsDummy; }
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QuadTreeNode* getParent() { return mParent; }
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Ogre::SceneNode* getSceneNode() { return mSceneNode; }
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int getSize() { return static_cast<int>(mSize); }
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Ogre::Vector2 getCenter() { return mCenter; }
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bool hasChildren() { return mChildren[0] != 0; }
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QuadTreeNode* getChild(ChildDirection dir) { return mChildren[dir]; }
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/// Get neighbour node in this direction
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QuadTreeNode* getNeighbour (Direction dir);
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/// Returns our direction relative to the parent node, or Root if we are the root node.
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ChildDirection getDirection() { return mDirection; }
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/// Set bounding box in local coordinates. Should be done at load time for leaf nodes.
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/// Other nodes can merge AABB of child nodes.
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void setBoundingBox (const Ogre::AxisAlignedBox& box);
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/// Get bounding box in local coordinates
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const Ogre::AxisAlignedBox& getBoundingBox();
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const Ogre::AxisAlignedBox& getWorldBoundingBox();
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DefaultWorld* getTerrain() { return mTerrain; }
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/// Adjust LODs for the given camera position, possibly splitting up chunks or merging them.
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/// @return Did we (or all of our children) choose to render?
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bool update (const Ogre::Vector3& cameraPos);
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/// Adjust index buffers of chunks to stitch together chunks of different LOD, so that cracks are avoided.
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/// Call after QuadTreeNode::update!
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void updateIndexBuffers();
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/// Destroy chunks rendered by this node *and* its children (if param is true)
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void destroyChunks(bool children);
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/// Get the effective LOD level if this node was rendered in one chunk
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/// with Storage::getCellVertices^2 vertices
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size_t getNativeLodLevel() { return mLodLevel; }
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/// Get the effective current LOD level used by the chunk rendering this node
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size_t getActualLodLevel();
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/// Is this node currently configured to render itself?
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bool hasChunk();
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/// Add a textured quad to a specific 2d area in the composite map scenemanager.
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/// Only nodes with size <= 1 can be rendered with alpha blending, so larger nodes will simply
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/// call this method on their children.
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/// @note Do not call this before World::areLayersLoaded() == true
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/// @param area area in image space to put the quad
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void prepareForCompositeMap(Ogre::TRect<float> area);
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/// Create a chunk for this node from the given data.
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void load (const LoadResponseData& data);
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void unload(bool recursive=false);
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void loadLayers (const LayerCollection& collection);
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/// This is recursive! Call it once on the root node after all leafs have loaded layers.
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void loadMaterials();
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LoadState getLoadState() { return mLoadState; }
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private:
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// Stored here for convenience in case we need layer list again
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MaterialGenerator* mMaterialGenerator;
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LoadState mLoadState;
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bool mIsDummy;
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float mSize;
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size_t mLodLevel; // LOD if we were to render this node in one chunk
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Ogre::AxisAlignedBox mBounds;
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Ogre::AxisAlignedBox mWorldBounds;
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ChildDirection mDirection;
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Ogre::Vector2 mCenter;
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Ogre::SceneNode* mSceneNode;
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QuadTreeNode* mParent;
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QuadTreeNode* mChildren[4];
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QuadTreeNode* mNeighbours[4];
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Chunk* mChunk;
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DefaultWorld* mTerrain;
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Ogre::TexturePtr mCompositeMap;
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void ensureCompositeMap();
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};
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}
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#endif
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