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source: downloads/PlugIns/OctreeSceneManager/include/OgreTerrainSceneManager.h @ 1

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[1]1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29/***************************************************************************
30terrainscenemanager.h  -  description
31---------------------
32  begin                : Mon Sep 23 2002
33  copyright            : (C) 2002 by Jon Anderson
34  email                : janders@users.sf.net
35
36  Enhancements 2003 - 2004 (C) The OGRE Team
37
38***************************************************************************/
39
40#ifndef TERRAINSCENEMANAGER_H
41#define TERRAINSCENEMANAGER_H
42
43#include "OgreTerrainPrerequisites.h"
44#include "OgreOctreeSceneManager.h"
45#include "OgreOctreeSceneQuery.h"
46#include "OgreTerrainRenderable.h"
47#include "OgreTerrainPageSource.h"
48#include "OgreIteratorWrappers.h"
49
50
51namespace Ogre
52{
53
54class Image;
55
56typedef std::vector < TerrainPage * > TerrainPageRow;
57typedef std::vector < TerrainPageRow > TerrainPage2D;
58
59/** Default implementation of RaySceneQuery. */
60class _OgreOctreePluginExport TerrainRaySceneQuery : public OctreeRaySceneQuery
61{
62protected:
63        WorldFragment mWorldFrag;
64public:
65    TerrainRaySceneQuery(SceneManager* creator);
66    ~TerrainRaySceneQuery();
67
68    /** See RayScenQuery. */
69    void execute(RaySceneQueryListener* listener);
70};
71
72
73
74/** This is a basic SceneManager for organizing TerrainRenderables into a total landscape.
75  * It loads a terrain from a .cfg file that specifices what textures/scale/mipmaps/etc to use.
76  *@author Jon Anderson
77  */
78
79class _OgreOctreePluginExport TerrainSceneManager : public OctreeSceneManager
80{
81public:
82    TerrainSceneManager(const String& name);
83    virtual ~TerrainSceneManager( );
84
85        /// @copydoc SceneManager::getTypeName
86        const String& getTypeName(void) const;
87
88    /** Loads the terrain using parameters int he given config file. */
89    void setWorldGeometry( const String& filename );
90    /** Loads the terrain using parameters in the given config file (contained
91                in a stream). */
92        virtual void setWorldGeometry(DataStreamPtr& stream, 
93                const String& typeName = StringUtil::BLANK);
94
95    /** Aligns TerrainRenderable neighbors, and renders them. */
96    virtual void _renderVisibleObjects( void );
97
98    /** Returns the height at the given terrain coordinates. */
99    float getHeightAt( float x, float y );
100
101
102    bool intersectSegment( const Vector3 & start, const Vector3 & end, Vector3 * result );
103
104    /** Sets the texture to use for the main world texture. */
105    void setWorldTexture(const String& textureName);
106    /** Sets the texture to use for the detail texture. */
107    void setDetailTexture(const String& textureName);
108    /** Sets the number of times per tile the detail texture should be repeated. */
109    void setDetailTextureRepeat(int repeat);
110    /** Sets the dimensions of each tile (must be power of 2 + 1) */
111    void setTileSize(int size); 
112    /** Sets the dimensions of each page (must be power of 2 + 1) */
113    void setPageSize(int size); 
114    /** Sets the maximum screen space pixel error.  */
115    void setMaxPixelError(int pixelError); 
116    /** Sets how to scale the terrain data. */
117    void setScale(const Vector3& scale);
118    /** Sets the maximum geomipmap level to allow. */
119    void setMaxGeoMipMapLevel(int maxMip);
120   
121    /** Gets the texture to use for the main world texture. */
122    const String& getWorldTexture(void) { return mWorldTextureName; }
123    /** Gets the texture to use for the detail texture. */
124    const String& getDetailTexture(void) { return mDetailTextureName; }
125    /** Gets the number of times per tile the detail texture should be repeated. */
126    int getDetailTextureRepeat(void);
127    /** Gets the dimensions of each tile (must be power of 2 + 1) */
128    int getTileSize(void); 
129    /** Gets the dimensions of each page (must be power of 2 + 1) */
130    int getPageSize(void); 
131    /** Gets the maximum screen space pixel error.  */
132    int getMaxPixelError(void); 
133    /** Gets how to scale the terrain data. */
134    const Vector3& getScale(void);
135    /** Gets the maximum geomipmap level to allow. */
136    int getMaxGeoMipMapLevel(void);
137
138
139
140    /** Sets whether the terrain should use triangle strips or not.
141    @remarks
142        The default is not, in which case it uses triangle lists.
143    */
144    void setUseTriStrips(bool useStrips);
145    /** Sets whether or not terrain tiles should be morphed between LODs
146    (NB requires vertex program support). */
147    void setUseLODMorph(bool useMorph);
148    /** Sets whether vertex normals will be generated for the terrain. */
149    void setUseVertexNormals(bool useNormals);
150    /** Sets whether vertex colours will be used. */
151    void setUseVertexColours(bool useColours);
152
153    /** Sets the name of a custom material to use to shade the landcape.
154    @remarks
155        This method allows you to provide a custom material which will be
156        used to render the landscape instead of the standard internal
157        material. This gives you a great deal of flexibility and allows you
158        to perform special effects if you wish. Note that because you determine
159        every aspect of the material, this setting makes the use of setWorldTexture
160        and setDetailTexture redundant.
161    @par
162        In your custom material, you can use all the usual features of Ogre's
163        materials, including multiple passes if you wish. You can also use
164        the programmable pipeline to hook vertex and fragment programs into the
165        terrain rendering. The plugin provides the following vertex components:
166        <ul>
167            <li>positions</li>
168            <li>2 sets of texture coordinates (index 0 is world texture,
169            index 1 is detail texture)</li>
170            <li>Normals, if enabled</li>
171            <li>Per-vertex delta values, for morphing a higher LOD tile into
172                a lower LOD tile. This is one float per vertex bound as 'blend
173                weight'. If you want to use this you also have to provide the
174                name or index of the parameter you wish to receive the morph factor
175                (@see setCustomMaterialMorphFactorParam)</li>
176        </ul>
177    */
178    void setCustomMaterial(const String& materialName);
179    /** Sets the name of the vertex program parameter to which to pass the
180        LOD morph factor.
181    @remarks
182        When LOD morphing is enabled, and you are using a custom material to
183        shade the terrain, you need to inform this class of the parameter you
184        wish the current LOD morph factor to be passed to. This is a simple
185        float parameter value that the plugin will set from 0 to 1, depending on
186        the morph stage of a tile. 0 represents no morphing, ie the vertices are
187        all in the original position. 1 represents a complete morph such that
188        the height of the vertices is the same as they are at the next lower LOD
189        level. The vertex program must use this factor, in conjunction with the
190        per-vertex height delta values (bound as 'blend weight'), to displace
191        vertices.
192    @note This version of the method lets you specify a parameter name, compatible
193        with high-level vertex programs. There is an alternative signature method
194        which allows you to set the parameter index for low-level assembler programs.
195    @param paramName The name of the parameter which will receive the morph factor
196    */
197    void setCustomMaterialMorphFactorParam(const String& paramName);
198    /** Sets the index of the vertex program parameter to which to pass the
199        LOD morph factor.
200    @remarks
201        When LOD morphing is enabled, and you are using a custom material to
202        shade the terrain, you need to inform this class of the parameter you
203        wish the current LOD morph factor to be passed to. This is a simple
204        float parameter value that the plugin will set from 0 to 1, depending on
205        the morph stage of a tile. 0 represents no morphing, ie the vertices are
206        all in the original position. 1 represents a complete morph such that
207        the height of the vertices is the same as they are at the next lower LOD
208        level. The vertex program must use this factor, in conjunction with the
209        per-vertex height delta values (bound as 'blend weight'), to displace
210        vertices.
211    @note This version of the method lets you specify a parameter index, compatible
212        with low-level assembler vertex programs. There is an alternative signature method
213        which allows you to set the parameter name for high-level programs.
214    @param paramName The name of the parameter which will receive the morph factor
215    */
216    void setCustomMaterialMorphFactorParam(size_t paramIndex);
217    /** Sets the distance at which the LOD will start to morph downwards, as
218    a proportion of the distance between the LODs. */
219    void setLODMorphStart(Real morphStart);
220
221    /** Returns the TerrainRenderable that contains the given pt.
222        If no tile exists at the point, it returns 0;
223    */
224    virtual TerrainRenderable * getTerrainTile( const Vector3 & pt );
225
226    /** Returns the TerrainPage that contains the given pt.
227    If no page exists at the point, it returns 0;
228    */
229    virtual TerrainPage* getTerrainPage( const Vector3 & pt );
230
231    /** Creates a RaySceneQuery for this scene manager.
232    @remarks
233        This method creates a new instance of a query object for this scene manager,
234        looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
235        for full details.
236    @par
237        The instance returned from this method must be destroyed by calling
238        SceneManager::destroyQuery when it is no longer required.
239    @param ray Details of the ray which describes the region for this query.
240    @param mask The query mask to apply to this query; can be used to filter out
241        certain objects; see SceneQuery for details.
242    */
243    RaySceneQuery* 
244        createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
245
246    /** Overridden in order to store the first camera created as the primary
247        one, for determining error metrics and the 'home' terrain page.
248    */
249    Camera* createCamera( const String &name );
250    /// Gets the terrain options
251    const TerrainOptions& getOptions(void) { return mOptions; }
252
253    /** Sets the given option for the SceneManager.
254    @remarks
255        Options are (in addition to those supported by superclasses):
256        "PageSize", int*;
257        "TileSize", int*;
258        "PrimaryCamera, Camera*;
259        "MaxMipMapLevel", int*;
260        "Scale", Vector3 *;
261        "MaxPixelError", int*;
262        "UseTriStrips", bool*;
263        "VertexProgramMorph", bool*;
264        "DetailTile", int*;
265        "LodMorphStart", Real*;
266        "VertexNormals", bool*;
267        "VertexColours", bool*;
268        "MorphLODFactorParamName", String*;
269        "MorphLODFactorParamIndex", size_t*;
270        "CustomMaterialName", String*;
271        "WorldTexture", String*;
272        "DetailTexture", String*;
273    */
274    virtual bool setOption( const String &, const void * );
275
276    /** Sets the 'primary' camera, i.e. the one which will be used to determine
277        the 'home' terrain page, and to calculate the error metrics.
278    */
279    virtual void setPrimaryCamera(const Camera* cam);
280    /// Internal map of page source name to page source
281    typedef std::map<String, TerrainPageSource*> PageSourceMap;
282
283    /// Iterator over all page sources
284    typedef ConstMapIterator<PageSourceMap> PageSourceIterator;
285    /// Get an iterator over all page sources
286    PageSourceIterator getPageSourceIterator(void);
287    /** Registers a TerrainPageSource class and associates it with a named type
288        of source.
289    @remarks
290        This function allows external classes to register themselves as providers
291        of terrain pages of a particular type. Only one page source can be
292        active at once, and the active one is selected by calling
293        selectPageSource(typeName), which is part of plugin configuration.
294    @note The terrain engine comes with a default page source which loads
295        greyscale heightmap images, registered under the type name "Heightmap".
296    @param typeName A unique String to associate with this type of source
297    @param source Pointer to the class which will implement this source.
298    */
299    virtual void registerPageSource(const String& typeName, TerrainPageSource* source);
300    /** Selects a given page source based on its type name.
301    @remarks
302        This method activates a single page source based on its typename,
303        e.g. "Heightmap". It also passes to it a number of custom options
304        which the source is able to interpret however it likes.
305    @param typeName The type name of the page source to activate
306    @param optionList A list of string parameters, which are expected to begin
307        with 'typeName.' (e.g. "Heightmap.image"), with their appropriate
308        values.
309    */
310    virtual void selectPageSource(const String& typeName, 
311        TerrainPageSourceOptionList& optionList);
312
313    /** Attaches a previously built page to the list of available pages.
314    @remarks
315        TerrainPageSource subclasses will call this method once they have
316        pages available to be added to the working set. Note that whilst you
317        can build TerrainPage instances in another thread if you like, this
318        method must be called in the same thread as the main rendering loop
319        in order to avoid concurrency issues.
320    @param pageX, pageZ The page index at which to attach the page
321    @param page The page to attach
322    */
323    virtual void attachPage(ushort pageX, ushort pageZ, TerrainPage* page);
324    /// Get a pointer to the material being used for the terrain
325    MaterialPtr& getTerrainMaterial(void);
326    // Overridden from basic scene manager
327    void _renderScene(Camera *cam, Viewport *vp, bool includeOverlays);
328
329    /// Get the SceneNode under which all terrain nodes are attached.
330    SceneNode* getTerrainRootNode(void) const { return mTerrainRoot; }
331    /** Overridden from SceneManager */
332    void clearScene(void);
333        /** Overridden from SceneManager */
334        void setWorldGeometryRenderQueue(uint8 qid);
335
336        /// Get the shared list of indexes cached (internal use only)
337        TerrainBufferCache& _getIndexCache(void) {return mIndexCache;}
338
339        /// Get the shared level index list (internal use only)
340        LevelArray& _getLevelIndex(void) { return mLevelIndex; }
341
342        /// Get the current page count (internal use only)
343        size_t _getPageCount(void) { return mTerrainPages.size(); }
344
345        /// Shutdown cleanly before we get destroyed
346        void shutdown(void);
347
348
349protected:
350
351    /// Validates that the size picked for the terrain is acceptable
352    bool _checkSize( int s )
353    {
354        for ( int i = 0; i < 16; i++ )
355        {
356            printf( "Checking...%d\n", ( 1 << i ) + 1 );
357
358            if ( s == ( 1 << i ) + 1 )
359                return true;
360        }
361
362        return false;
363
364    }
365
366    /// The node to which all terrain tiles are attached
367    SceneNode * mTerrainRoot;
368    /// Terrain size, detail etc
369    TerrainOptions mOptions;
370    /// Should we use an externally-defined custom material?
371    bool mUseCustomMaterial;
372    /// The name of the custom material to use
373    String mCustomMaterialName;
374    /// The name of the world texture
375    String mWorldTextureName;
376    /// The name of the detail texture
377    String mDetailTextureName;
378    /// Are we using a named parameter to hook up LOD morph?
379    bool mUseNamedParameterLodMorph;
380    /// The name of the parameter to send the LOD morph to
381    String mLodMorphParamName;
382    /// The index of the parameter to send the LOD morph to
383    size_t mLodMorphParamIndex;
384    /// Whether paging is enabled, or whether a single page will be used
385    bool mPagingEnabled;
386    /// The number of pages to render outside the 'home' page
387    unsigned short mLivePageMargin;
388    /// The number of pages to keep loaded outside the 'home' page
389    unsigned short mBufferedPageMargin;
390    /// Grid of buffered pages
391    TerrainPage2D mTerrainPages;
392        //-- attributes to share across tiles
393        /// Shared list of index buffers
394        TerrainBufferCache mIndexCache;
395        /// Shared array of IndexData (reuse indexes across tiles)
396        LevelArray mLevelIndex;
397   
398    /// Internal method for loading configurations settings
399    void loadConfig(DataStreamPtr& stream);
400
401    /// Sets up the terrain material
402    void setupTerrainMaterial(void);
403    /// Sets up the terrain page slots
404    void setupTerrainPages(void);
405        /// Initialise level indexes
406        void initLevelIndexes(void);
407        /// Destroy level indexes
408        void destroyLevelIndexes(void);
409
410
411    /// Map of source type -> TerrainPageSource
412    PageSourceMap mPageSources;
413    /// The currently active page source
414    TerrainPageSource* mActivePageSource;
415
416};
417/// Factory for TerrainSceneManager
418class TerrainSceneManagerFactory : public SceneManagerFactory
419{
420protected:
421        typedef std::vector<TerrainPageSource*> TerrainPageSources;
422        TerrainPageSources mTerrainPageSources;
423        void initMetaData(void) const;
424public:
425        TerrainSceneManagerFactory();
426        ~TerrainSceneManagerFactory();
427        /// Factory type name
428        static const String FACTORY_TYPE_NAME;
429        SceneManager* createInstance(const String& instanceName);
430        void destroyInstance(SceneManager* instance);
431};
432
433}
434
435#endif
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