Esempio n. 1
0
	//-----------------------------------------------------------------------
	MatrixForceFieldCalculationFactory::~MatrixForceFieldCalculationFactory(void)
	{
		Ogre::WorkQueue* wq = Ogre::Root::getSingleton().getWorkQueue();
		wq->removeRequestHandler(mWorkQueueChannel, this);
		wq->removeResponseHandler(mWorkQueueChannel, this);
		deleteMatrix();
	}
Esempio n. 2
0
    World::~World()
    {
        Ogre::WorkQueue* wq = Ogre::Root::getSingleton().getWorkQueue();
        wq->removeRequestHandler(mWorkQueueChannel, this);
        wq->removeResponseHandler(mWorkQueueChannel, this);

        delete mRootNode;
        delete mStorage;
    }
Esempio n. 3
0
	//-----------------------------------------------------------------------
	MatrixForceFieldCalculationFactory::MatrixForceFieldCalculationFactory(void) : 
		ForceFieldCalculationFactory(),
		mMatrixPositions(0),
		mForceFieldSize(0),
		mX(0),
		mY(0),
		mZ(0),
		mInitialising(false)
	{
		Ogre::WorkQueue* wq = Ogre::Root::getSingleton().getWorkQueue();
		mWorkQueueChannel = wq->getChannel("ParticleUniverse/MatrixForceFieldCalculationFactory");
		wq->addRequestHandler(mWorkQueueChannel, this);
		wq->addResponseHandler(mWorkQueueChannel, this);
	}
Esempio n. 4
0
    World::World(Ogre::SceneManager* sceneMgr,
                     Storage* storage, int visibilityFlags, bool distantLand, bool shaders, Alignment align, float minBatchSize, float maxBatchSize)
        : mStorage(storage)
        , mMinBatchSize(minBatchSize)
        , mMaxBatchSize(maxBatchSize)
        , mSceneMgr(sceneMgr)
        , mVisibilityFlags(visibilityFlags)
        , mDistantLand(distantLand)
        , mShaders(shaders)
        , mVisible(true)
        , mAlign(align)
        , mMaxX(0)
        , mMinX(0)
        , mMaxY(0)
        , mMinY(0)
        , mChunksLoading(0)
        , mWorkQueueChannel(0)
        , mCache(storage->getCellVertices())
        , mLayerLoadPending(true)
    {
#if TERRAIN_USE_SHADER == 0
        if (mShaders)
            std::cerr << "Compiled Terrain without shader support, disabling..." << std::endl;
        mShaders = false;
#endif

        mCompositeMapSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);

        /// \todo make composite map size configurable
        Ogre::Camera* compositeMapCam = mCompositeMapSceneMgr->createCamera("a");
        mCompositeMapRenderTexture = Ogre::TextureManager::getSingleton().createManual(
                    "terrain/comp/rt", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
            Ogre::TEX_TYPE_2D, 128, 128, 0, Ogre::PF_A8B8G8R8, Ogre::TU_RENDERTARGET);
        mCompositeMapRenderTarget = mCompositeMapRenderTexture->getBuffer()->getRenderTarget();
        mCompositeMapRenderTarget->setAutoUpdated(false);
        mCompositeMapRenderTarget->addViewport(compositeMapCam);

        storage->getBounds(mMinX, mMaxX, mMinY, mMaxY);

        int origSizeX = mMaxX-mMinX;
        int origSizeY = mMaxY-mMinY;

        // Dividing a quad tree only works well for powers of two, so round up to the nearest one
        int size = nextPowerOfTwo(std::max(origSizeX, origSizeY));

        // Adjust the center according to the new size
        float centerX = (mMinX+mMaxX)/2.f + (size-origSizeX)/2.f;
        float centerY = (mMinY+mMaxY)/2.f + (size-origSizeY)/2.f;

        mRootSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();

        // While building the quadtree, remember leaf nodes since we need to load their layers
        LayersRequestData data;
        data.mPack = getShadersEnabled();

        mRootNode = new QuadTreeNode(this, Root, size, Ogre::Vector2(centerX, centerY), NULL);
        buildQuadTree(mRootNode, data.mNodes);
        //loadingListener->indicateProgress();
        mRootNode->initAabb();
        //loadingListener->indicateProgress();
        mRootNode->initNeighbours();
        //loadingListener->indicateProgress();

        Ogre::WorkQueue* wq = Ogre::Root::getSingleton().getWorkQueue();
        mWorkQueueChannel = wq->getChannel("LargeTerrain");
        wq->addRequestHandler(mWorkQueueChannel, this);
        wq->addResponseHandler(mWorkQueueChannel, this);

        // Start loading layers in the background (for leaf nodes)
        wq->addRequest(mWorkQueueChannel, REQ_ID_LAYERS, Ogre::Any(data));
    }
 void LodWorkQueueWorker::clearPendingLodRequests()
 {
     Ogre::WorkQueue* wq = Root::getSingleton().getWorkQueue();
     wq->abortPendingRequestsByChannel(mChannelID);
 }