VisibilityPatchGrid.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(__INCLUDE_VisibilityPatchGridh_INCLUDE__)
00022 #define __INCLUDE_VisibilityPatchGridh_INCLUDE__
00023 
00024 #include <land/VisibilityPatchQuad.h>
00025 #include <land/VisibilityPatchInfo.h>
00026 #include <land/LandSurround.h>
00027 #include <geomipmap/MipMapPatchIndexs.h>
00028 
00029 class Target;
00030 class GLSLShaderSetup;
00031 class WaterVisibilityPatch;
00032 class Water2Patches;
00033 class VisibilityPatchGrid
00034 {
00035 public:
00036         static VisibilityPatchGrid *instance();
00037 
00038         void generate();
00039 
00040         void calculateVisibility();
00041         void recalculateErrors(FixedVector &position, fixed size);
00042 
00043         void drawLand(int addIndex = 0, bool simple = false);
00044         void drawLandLODLevels();
00045         void drawSurround();
00046         void drawWater(Water2Patches &patches, 
00047                 MipMapPatchIndexs &indexes, Vector &cameraPosition, 
00048                 Vector landscapeSize,
00049                 GLSLShaderSetup *waterShader);
00050 
00051         int getEpocNumber() { return epoc_; }
00052         int getVisibleLandPatchesCount() { 
00053                 return patchInfo_.getVisibleLandPatchesCount(); }
00054         int getVisibleWaterPatchesCount() {
00055                 return patchInfo_.getVisibleWaterPatchesCount(); }
00056 
00057         VisibilityPatchInfo &getPatchInfo() { return patchInfo_; }
00058 
00059         LandVisibilityPatch *getLandVisibilityPatch(int x, int y);
00060         TargetVisibilityPatch *getTargetVisibilityPatch(int x, int y);
00061         WaterVisibilityPatch *getWaterVisibilityPatch(int x, int y);
00062 protected:
00063         int epoc_;
00064         LandSurround surround_;
00065         MipMapPatchIndexs landIndexs_;
00066 
00067         // All the visibility patches
00068         VisibilityPatchInfo patchInfo_;
00069         LandVisibilityPatch *landPatches_;
00070         TargetVisibilityPatch *targetPatches_;
00071         WaterVisibilityPatch *waterPatches_;
00072 
00073         // The visibility data that decides if a visibility patch is visible or not
00074         VisibilityPatchQuad *visibilityPatches_;
00075 
00076         // The size of the patches
00077         int midX_, midY_;
00078         int landWidth_, landHeight_;
00079         int waterWidth_, waterHeight_;
00080         int targetWidth_, targetHeight_;
00081         int visibilityWidth_, visibilityHeight_;
00082 
00083         void clear();
00084         void drawLandPatches();
00085 
00086 private:
00087         VisibilityPatchGrid();
00088         ~VisibilityPatchGrid();
00089 };
00090 
00091 #endif // __INCLUDE_VisibilityPatchGridh_INCLUDE__

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