#ifndef OPENMW_MWRENDER_WATER_H #define OPENMW_MWRENDER_WATER_H #include #include #include #include #include #include #include namespace osg { class Group; class PositionAttitudeTransform; class Geometry; class Node; } namespace osgUtil { class IncrementalCompileOperation; } namespace Resource { class ResourceSystem; } namespace MWWorld { class CellStore; class Ptr; } namespace Fallback { class Map; } namespace MWRender { class Refraction; class Reflection; class RippleSimulation; /// Water rendering class Water { static const int CELL_SIZE = 8192; osg::ref_ptr mRainIntensityUniform; osg::ref_ptr mParent; osg::ref_ptr mSceneRoot; osg::ref_ptr mWaterNode; osg::ref_ptr mWaterGeom; Resource::ResourceSystem* mResourceSystem; const Fallback::Map* mFallback; osg::ref_ptr mIncrementalCompileOperation; std::unique_ptr mSimulation; osg::ref_ptr mRefraction; osg::ref_ptr mReflection; const std::string mResourcePath; bool mEnabled; bool mToggled; float mTop; osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY); void updateVisible(); void createSimpleWaterStateSet(osg::Node* node, float alpha); /// @param reflection the reflection camera (required) /// @param refraction the refraction camera (optional) void createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction); void updateWaterMaterial(); public: Water(osg::Group* parent, osg::Group* sceneRoot, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const Fallback::Map* fallback, const std::string& resourcePath); ~Water(); void listAssetsToPreload(std::vector& textures); void setEnabled(bool enabled); bool toggle(); bool isUnderwater(const osg::Vec3f& pos) const; /// adds an emitter, position will be tracked automatically using its scene node void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f); void removeEmitter (const MWWorld::Ptr& ptr); void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr); void emitRipple(const osg::Vec3f& pos); void removeCell(const MWWorld::CellStore* store); ///< remove all emitters in this cell void clearRipples(); void changeCell(const MWWorld::CellStore* store); void setHeight(const float height); void update(float dt); osg::Camera *getReflectionCamera(); osg::Camera *getRefractionCamera(); void processChangedSettings(const Settings::CategorySettingVector& settings); osg::Uniform *getRainIntensityUniform(); }; } #endif