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#include "cellborder.hpp"
#include <osg/Material>
#include <osg/PolygonMode>
#include <osg/Geometry>
#include "world.hpp"
#include <components/esm3/loadland.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/terrain/storage.hpp>
namespace Terrain
{
CellBorder::CellBorder(Terrain::World *world, osg::Group *root, int borderMask, Resource::SceneManager* sceneManager)
: mWorld(world)
, mSceneManager(sceneManager)
, mRoot(root)
, mBorderMask(borderMask)
{
}
osg::ref_ptr<osg::Group> CellBorder::createBorderGeometry(float x, float y, float size, Terrain::Storage* terrain, Resource::SceneManager* sceneManager, int mask,
float offset, osg::Vec4f color)
{
const int cellSize = ESM::Land::REAL_SIZE;
const int borderSegments = 40;
osg::Vec3 cellCorner = osg::Vec3(x * cellSize,y * cellSize,0);
size *= cellSize;
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,-1.0f, 0.0f));
float borderStep = size / ((float)borderSegments);
for (int i = 0; i <= 2 * borderSegments; ++i)
{
osg::Vec3f pos = i < borderSegments ?
osg::Vec3(i * borderStep,0.0f,0.0f) :
osg::Vec3(size, (i - borderSegments) * borderStep,0.0f);
pos += cellCorner;
pos += osg::Vec3f(0,0, terrain->getHeightAt(pos) + offset);
vertices->push_back(pos);
osg::Vec4f col = i % 2 == 0 ?
osg::Vec4f(0,0,0,1) :
color;
colors->push_back(col);
}
osg::ref_ptr<osg::Geometry> border = new osg::Geometry;
border->setVertexArray(vertices.get());
border->setNormalArray(normals.get());
border->setNormalBinding(osg::Geometry::BIND_OVERALL);
border->setColorArray(colors.get());
border->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
border->addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP,0,vertices->size()));
osg::ref_ptr<osg::Group> borderGroup = new osg::Group;
borderGroup->addChild(border.get());
osg::StateSet *stateSet = borderGroup->getOrCreateStateSet();
osg::ref_ptr<osg::Material> material (new osg::Material);
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
stateSet->setAttribute(material);
auto* polygonmode = new osg::PolygonMode;
polygonmode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
stateSet->setAttributeAndModes(polygonmode,osg::StateAttribute::ON);
sceneManager->recreateShaders(borderGroup, "debug");
borderGroup->setNodeMask(mask);
return borderGroup;
}
void CellBorder::createCellBorderGeometry(int x, int y)
{
auto borderGroup = createBorderGeometry(x, y, 1.f, mWorld->getStorage(), mSceneManager, mBorderMask);
mRoot->addChild(borderGroup);
mCellBorderNodes[std::make_pair(x,y)] = borderGroup;
}
void CellBorder::destroyCellBorderGeometry(int x, int y)
{
auto it = mCellBorderNodes.find(std::make_pair(x,y));
if (it == mCellBorderNodes.end())
return;
osg::ref_ptr<osg::Node> borderNode = it->second;
mRoot->removeChild(borderNode);
mCellBorderNodes.erase(it);
}
void CellBorder::destroyCellBorderGeometry()
{
for (const auto& v : mCellBorderNodes)
mRoot->removeChild(v.second);
mCellBorderNodes.clear();
}
}
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