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Classes | Enumerations | Functions
Terrain Namespace Reference

Classes

class  BufferCache
 Implements creation and caching of vertex buffers for terrain chunks. More...
 
class  ChunkManager
 Handles loading and caching of terrain chunks. More...
 
class  CompositeMap
 
class  CompositeMapRenderer
 The CompositeMapRenderer is responsible for updating composite map textures in a blocking or non-blocking way. More...
 
struct  LayerInfo
 
struct  TextureLayer
 
class  LodCallback
 
class  QuadTreeNode
 
class  DefaultLodCallback
 
class  RootNode
 
class  QuadTreeBuilder
 
class  QuadTreeWorld
 Terrain implementation that loads cells into a Quad Tree, with geometry LOD and texture LOD. The entire world is displayed at all times. More...
 
class  Storage
 
class  TerrainDrawable
 
class  MyView
 
class  TerrainGrid
 Simple terrain implementation that loads cells in a grid, with no LOD. Only requested cells are loaded. More...
 
struct  UpdateTextureFilteringFunctor
 
class  TextureManager
 
class  ViewData
 
class  ViewDataMap
 
class  View
 A View is a collection of rendering objects that are visible from a given camera/intersection. The base View class is part of the interface for usage in conjunction with preload feature. More...
 
class  World
 The basic interface for a terrain world. How the terrain chunks are paged and displayed is up to the implementation. More...
 

Enumerations

enum  Direction { North = 0, East = 1, South = 2, West = 3 }
 
enum  ChildDirection {
  NW = 0, NE = 1, SW = 2, SE = 3,
  Root
}
 

Functions

std::vector< osg::ref_ptr
< osg::StateSet > > 
createPasses (bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager *shaderManager, const std::vector< TextureLayer > &layers, const std::vector< osg::ref_ptr< osg::Texture2D > > &blendmaps, int blendmapScale, float layerTileSize)
 
ChildDirection reflect (ChildDirection dir, Direction dir2)
 
bool adjacent (ChildDirection dir, Direction dir2)
 
QuadTreeNodesearchNeighbour (QuadTreeNode *currentNode, Direction dir)
 
void traverse (QuadTreeNode *node, ViewData *vd, osg::NodeVisitor *nv, LodCallback *lodCallback, const osg::Vec3f &eyePoint, bool visible)
 
void traverseToCell (QuadTreeNode *node, ViewData *vd, int cellX, int cellY)
 
unsigned int getLodFlags (QuadTreeNode *node, int ourLod, ViewData *vd)
 
void loadRenderingNode (ViewData::Entry &entry, ViewData *vd, ChunkManager *chunkManager)
 
float distance (const osg::Vec3 &coord, const osg::Matrix &matrix)
 

Enumeration Type Documentation

Enumerator
NW 
NE 
SW 
SE 
Root 
Enumerator
North 
East 
South 
West 

Function Documentation

bool Terrain::adjacent ( ChildDirection  dir,
Direction  dir2 
)

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std::vector< osg::ref_ptr< osg::StateSet > > Terrain::createPasses ( bool  useShaders,
bool  forcePerPixelLighting,
bool  clampLighting,
Shader::ShaderManager shaderManager,
const std::vector< TextureLayer > &  layers,
const std::vector< osg::ref_ptr< osg::Texture2D > > &  blendmaps,
int  blendmapScale,
float  layerTileSize 
)

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float Terrain::distance ( const osg::Vec3 &  coord,
const osg::Matrix &  matrix 
)
inline

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unsigned int Terrain::getLodFlags ( QuadTreeNode *  node,
int  ourLod,
ViewData *  vd 
)

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void Terrain::loadRenderingNode ( ViewData::Entry &  entry,
ViewData *  vd,
ChunkManager *  chunkManager 
)

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ChildDirection Terrain::reflect ( ChildDirection  dir,
Direction  dir2 
)

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QuadTreeNode* Terrain::searchNeighbour ( QuadTreeNode *  currentNode,
Direction  dir 
)

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void Terrain::traverse ( QuadTreeNode *  node,
ViewData *  vd,
osg::NodeVisitor *  nv,
LodCallback *  lodCallback,
const osg::Vec3f &  eyePoint,
bool  visible 
)

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void Terrain::traverseToCell ( QuadTreeNode *  node,
ViewData *  vd,
int  cellX,
int  cellY 
)

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