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OpenMW/components/terrain/buffercache.hpp
2022-09-22 21:35:26 +03:00

43 lines
1.3 KiB
C++

#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H
#define COMPONENTS_TERRAIN_BUFFERCACHE_H
#include <osg/Array>
#include <osg/PrimitiveSet>
#include <osg/ref_ptr>
#include <map>
#include <mutex>
namespace Terrain
{
/// @brief Implements creation and caching of vertex buffers for terrain chunks.
class BufferCache
{
public:
/// @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 numVerts, unsigned int flags);
/// @note Thread safe.
osg::ref_ptr<osg::Vec2Array> getUVBuffer(unsigned int numVerts);
void clearCache();
void releaseGLObjects(osg::State* state);
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<std::pair<int, int>, osg::ref_ptr<osg::DrawElements>> mIndexBufferMap;
std::mutex mIndexBufferMutex;
std::map<int, osg::ref_ptr<osg::Vec2Array>> mUvBufferMap;
std::mutex mUvBufferMutex;
};
}
#endif