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#ifndef GAME_MWRENDER_WATER_H
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#define GAME_MWRENDER_WATER_H
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#include <OgrePlane.h>
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#include <OgreRenderQueue.h>
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#include <OgreRenderQueueListener.h>
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#include <OgreRenderTargetListener.h>
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#include <OgreMaterial.h>
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#include <OgreTexture.h>
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#include <components/esm/loadcell.hpp>
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#include <components/settings/settings.hpp>
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#include "renderconst.hpp"
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#include <extern/shiny/Main/MaterialInstance.hpp>
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namespace Ogre
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{
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class Camera;
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class SceneManager;
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class SceneNode;
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class Entity;
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class Vector3;
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struct RenderTargetEvent;
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};
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namespace MWRender {
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class SkyManager;
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class RenderingManager;
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/// Water rendering
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class Water : public Ogre::RenderTargetListener, public Ogre::RenderQueueListener, public sh::MaterialInstanceListener
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{
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static const int CELL_SIZE = 8192;
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Ogre::Camera *mCamera;
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Ogre::SceneManager *mSceneManager;
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Ogre::Plane mWaterPlane;
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Ogre::Plane mErrorPlane;
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Ogre::SceneNode *mWaterNode;
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Ogre::Entity *mWater;
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//Ogre::SceneNode* mUnderwaterDome;
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bool mIsUnderwater;
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bool mActive;
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bool mToggled;
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int mTop;
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float mWaterTimer;
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bool mReflectionRenderActive;
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Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
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protected:
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void preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
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void postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
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void renderQueueStarted (Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &skipThisInvocation);
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void renderQueueEnded (Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &repeatThisInvocation);
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void applyRTT();
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void applyVisibilityMask();
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void updateVisible();
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RenderingManager* mRendering;
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SkyManager* mSky;
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std::string mCompositorName;
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Ogre::MaterialPtr mMaterial;
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Ogre::Camera* mReflectionCamera;
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Ogre::TexturePtr mReflectionTexture;
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Ogre::RenderTarget* mReflectionTarget;
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bool mUnderwaterEffect;
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int mVisibilityFlags;
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public:
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Water (Ogre::Camera *camera, RenderingManager* rend, const ESM::Cell* cell);
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~Water();
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void setActive(bool active);
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void toggle();
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void update(float dt);
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void assignTextures();
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void setViewportBackground(const Ogre::ColourValue& bg);
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void processChangedSettings(const Settings::CategorySettingVector& settings);
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/// Updates underwater state accordingly
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void updateUnderwater(bool underwater);
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void changeCell(const ESM::Cell* cell);
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void setHeight(const float height);
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virtual void requestedConfiguration (sh::MaterialInstance* m, const std::string& configuration);
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virtual void createdConfiguration (sh::MaterialInstance* m, const std::string& configuration);
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};
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}
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#endif
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