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openmw-tes3mp/apps/openmw/mwrender/renderingmanager.hpp

255 lines
6.8 KiB
C++

#ifndef _GAME_RENDERING_MANAGER_H
#define _GAME_RENDERING_MANAGER_H
#include "sky.hpp"
#include "terrain.hpp"
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#include "debugging.hpp"
#include <openengine/ogre/fader.hpp>
#include <components/settings/settings.hpp>
#include <boost/filesystem.hpp>
#include <OgreRenderTargetListener.h>
#include "renderinginterface.hpp"
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#include "objects.hpp"
#include "actors.hpp"
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#include "player.hpp"
#include "occlusionquery.hpp"
namespace Ogre
{
class SceneManager;
class SceneNode;
class Quaternion;
class Vector3;
}
namespace MWWorld
{
class Ptr;
class CellStore;
}
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namespace sh
{
class Factory;
}
namespace MWRender
{
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class Shadows;
class LocalMap;
class Water;
class Compositors;
class ExternalRendering;
class GlobalMap;
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class VideoPlayer;
class Animation;
class RenderingManager: private RenderingInterface, public Ogre::WindowEventListener, public Ogre::RenderTargetListener {
private:
virtual MWRender::Objects& getObjects();
virtual MWRender::Actors& getActors();
public:
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RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir,
const boost::filesystem::path& cacheDir, OEngine::Physic::PhysicEngine* engine);
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virtual ~RenderingManager();
void togglePOV() {
mPlayer->toggleViewMode();
}
void togglePreviewMode(bool enable) {
mPlayer->togglePreviewMode(enable);
}
bool toggleVanityMode(bool enable, bool force) {
return mPlayer->toggleVanityMode(enable, force);
}
void allowVanityMode(bool allow) {
mPlayer->allowVanityMode(allow);
}
void togglePlayerLooking(bool enable) {
mPlayer->togglePlayerLooking(enable);
}
void getPlayerData(Ogre::Vector3 &eyepos, float &pitch, float &yaw);
void attachCameraTo(const MWWorld::Ptr &ptr);
void renderPlayer(const MWWorld::Ptr &ptr);
SkyManager* getSkyManager();
Compositors* getCompositors();
void toggleLight();
bool toggleRenderMode(int mode);
OEngine::Render::Fader* getFader();
void removeCell (MWWorld::CellStore *store);
/// \todo this function should be removed later. Instead the rendering subsystems should track
/// when rebatching is needed and update automatically at the end of each frame.
void cellAdded (MWWorld::CellStore *store);
void waterAdded(MWWorld::CellStore *store);
void removeWater();
void preCellChange (MWWorld::CellStore* store);
///< this event is fired immediately before changing cell
void addObject (const MWWorld::Ptr& ptr);
void removeObject (const MWWorld::Ptr& ptr);
void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position);
void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
/// Rotates object accordingly to its type
/// \param rot euler angles in radians
/// \param adjust indicates should rotation be set or adjusted
/// \return true if object needs to be rotated physically
bool rotateObject (const MWWorld::Ptr& ptr, Ogre::Vector3 &rot, bool adjust = false);
void setWaterHeight(const float height);
void toggleWater();
/// Updates object rendering after cell change
/// \param old Object reference in previous cell
/// \param cur Object reference in new cell
void updateObjectCell(const MWWorld::Ptr &old, const MWWorld::Ptr &cur);
void update (float duration, bool paused);
void setAmbientColour(const Ogre::ColourValue& colour);
void setSunColour(const Ogre::ColourValue& colour);
void setSunDirection(const Ogre::Vector3& direction);
void sunEnable(bool real); ///< @param real whether or not to really disable the sunlight (otherwise just set diffuse to 0)
void sunDisable(bool real);
void disableLights(bool sun); ///< @param sun whether or not to really disable the sunlight (otherwise just set diffuse to 0)
void enableLights(bool sun);
void preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
void postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
bool occlusionQuerySupported() { return mOcclusionQuery->supported(); }
OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; }
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Shadows* getShadows();
void switchToInterior();
void switchToExterior();
void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches);
void setGlare(bool glare);
void skyEnable ();
void skyDisable ();
void skySetHour (double hour);
void skySetDate (int day, int month);
int skyGetMasserPhase() const;
int skyGetSecundaPhase() const;
void skySetMoonColour (bool red);
void configureAmbient(MWWorld::CellStore &mCell);
void requestMap (MWWorld::CellStore* cell);
///< request the local map for a cell
/// configure fog according to cell
void configureFog(MWWorld::CellStore &mCell);
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/// configure fog manually
void configureFog(const float density, const Ogre::ColourValue& colour);
Ogre::Vector4 boundingBoxToScreen(Ogre::AxisAlignedBox bounds);
///< transform the specified bounding box (in world coordinates) into screen coordinates.
/// @return packed vector4 (min_x, min_y, max_x, max_y)
void processChangedSettings(const Settings::CategorySettingVector& settings);
Ogre::Viewport* getViewport() { return mRendering.getViewport(); }
static bool waterShaderSupported();
void getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y);
///< see MWRender::LocalMap::getInteriorMapPosition
bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
///< see MWRender::LocalMap::isPositionExplored
void setupExternalRendering (MWRender::ExternalRendering& rendering);
Animation* getAnimation(const MWWorld::Ptr &ptr);
void playVideo(const std::string& name, bool allowSkipping);
void stopVideo();
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protected:
virtual void windowResized(Ogre::RenderWindow* rw);
virtual void windowClosed(Ogre::RenderWindow* rw);
private:
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sh::Factory* mFactory;
void setAmbientMode();
void setMenuTransparency(float val);
void applyCompositors();
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bool mSunEnabled;
SkyManager* mSkyManager;
OcclusionQuery* mOcclusionQuery;
TerrainManager* mTerrainManager;
MWRender::Water *mWater;
GlobalMap* mGlobalMap;
OEngine::Render::OgreRenderer &mRendering;
MWRender::Objects mObjects;
MWRender::Actors mActors;
// 0 normal, 1 more bright, 2 max
int mAmbientMode;
Ogre::ColourValue mAmbientColor;
Ogre::Light* mSun;
Ogre::SceneNode *mRootNode;
OEngine::Physic::PhysicEngine* mPhysicsEngine;
MWRender::Player *mPlayer;
MWRender::Debugging *mDebugging;
MWRender::LocalMap* mLocalMap;
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MWRender::Shadows* mShadows;
MWRender::Compositors* mCompositors;
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VideoPlayer* mVideoPlayer;
};
}
#endif