47 lines
2.1 KiB
C++
47 lines
2.1 KiB
C++
#pragma once
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#include "../../core/world/forward.h"
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#include "../../core/geometry/Frustum.hpp"
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#include "../../core/geometry/Ray.hpp"
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#include "../../core/geometry/Faces.hpp"
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namespace render { class LodModel; }
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/// Mesh creation (from world to render)
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namespace contouring {
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/// Generating mesh from world data
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class Abstract {
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public:
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Abstract() { }
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virtual ~Abstract() { }
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/// Each frame ping.
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/// Mostly used for cleanup and to flush buffers data using main thread
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virtual void update(const voxel_pos &pos, const world::client::area_map &areas) = 0;
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/// Chunk data change
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/// @param offset priority position offset
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virtual void onUpdate(const area_<chunk_pos> &pos, const chunk_pos &offset, const world::ChunkContainer &data, geometry::Faces neighbors) = 0;
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/// Chunk existante ping
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/// @note notify for chunks entering view while moving
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virtual void onNotify(const area_<chunk_pos> &pos, const chunk_pos &offset, const world::ChunkContainer &data) = 0;
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/// Display ImGui config
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virtual void onGui() = 0;
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/// Get options
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virtual std::string getOptions() const = 0;
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/// Get camera recommended far range
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virtual std::pair<float, float> getFarRange() const = 0;
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/// Get pending elements
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virtual size_t getQueueSize() = 0;
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using area_info = std::tuple<area_pos, voxel_pos::value_type, float>;
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using draw_call = const std::function<void(glm::mat4, render::LodModel *const, const area_info&, const voxel_pos&)> &;
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/// Get buffers in frustum with model matrices
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/// @note buffers invalidated after update
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virtual void getModels(draw_call draw, const std::optional<geometry::Frustum>& frustum, const glm::llvec3& offset, int density) = 0;
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/// Get buffers hitting occlusion rays with model matrices
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/// @note buffers invalidated after update
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virtual void getModels(draw_call draw, const glm::ifvec3 &from, float far, const std::vector<glm::vec3> &occlusion, const glm::llvec3 &offset, int density) = 0;
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};
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} |