#ifndef COMPONENTS_TERRAIN_WORLD_H #define COMPONENTS_TERRAIN_WORLD_H #include #include #include #include #include #include "cellborder.hpp" namespace osg { class Group; class Stats; } namespace Resource { class ResourceSystem; } namespace Loading { class Reporter; } namespace Terrain { class Storage; class TextureManager; class ChunkManager; class CompositeMapRenderer; class View; class HeightCullCallback; /** * @brief The basic interface for a terrain world. How the terrain chunks are paged and displayed * is up to the implementation. */ class World { public: /// @note takes ownership of \a storage /// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..) /// @param nodeMask mask for the terrain root /// @param preCompileMask mask for pre compiling textures World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask); World(osg::Group* parent, Storage* storage, unsigned int nodeMask); virtual ~World(); /// See CompositeMapRenderer::setTargetFrameRate void setTargetFrameRate(float rate); /// Apply the scene manager's texture filtering settings to all cached textures. /// @note Thread safe. void updateTextureFiltering(); float getHeightAt(const osg::Vec3f& worldPos); /// Clears the cached land and landtexture data. /// @note Thread safe. virtual void clearAssociatedCaches(); /// Load a terrain cell and store it in the View for later use. /// @note Thread safe. virtual void cacheCell(View* view, int x, int y) {} /// Load the cell into the scene graph. /// @note Not thread safe. virtual void loadCell(int x, int y); /// Remove the cell from the scene graph. /// @note Not thread safe. virtual void unloadCell(int x, int y); virtual void enable(bool enabled) {} virtual void setBordersVisible(bool visible); virtual bool getBordersVisible() { return mBorderVisible; } /// Create a View to use with preload feature. The caller is responsible for deleting the view. /// @note Thread safe. virtual View* createView() { return nullptr; } /// @note Thread safe, as long as you do not attempt to load into the same view from multiple threads. virtual void preload(View* view, const osg::Vec3f& viewPoint, const osg::Vec4i& cellgrid, std::atomic& abort, Loading::Reporter& reporter) { } virtual void rebuildViews() {} virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) {} virtual void setViewDistance(float distance) {} Storage* getStorage() { return mStorage; } osg::Callback* getHeightCullCallback(float highz, unsigned int mask); void setActiveGrid(const osg::Vec4i& grid) { mActiveGrid = grid; } protected: Storage* mStorage; osg::ref_ptr mParent; osg::ref_ptr mTerrainRoot; osg::ref_ptr mCompositeMapCamera; osg::ref_ptr mCompositeMapRenderer; Resource::ResourceSystem* mResourceSystem; std::unique_ptr mTextureManager; std::unique_ptr mChunkManager; std::unique_ptr mCellBorder; bool mBorderVisible; std::set> mLoadedCells; osg::ref_ptr mHeightCullCallback; osg::Vec4i mActiveGrid; }; } #endif