#include "renderingmanager.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwworld/cellstore.hpp" #include "sky.hpp" #include "effectmanager.hpp" #include "npcanimation.hpp" #include "vismask.hpp" #include "pathgrid.hpp" #include "camera.hpp" #include "water.hpp" #include "terrainstorage.hpp" #include "util.hpp" namespace MWRender { class StateUpdater : public SceneUtil::StateSetUpdater { public: StateUpdater() : mFogStart(0.f) , mFogEnd(0.f) , mWireframe(false) { } virtual void setDefaults(osg::StateSet *stateset) { osg::LightModel* lightModel = new osg::LightModel; stateset->setAttribute(lightModel, osg::StateAttribute::ON); osg::Fog* fog = new osg::Fog; fog->setMode(osg::Fog::LINEAR); stateset->setAttributeAndModes(fog, osg::StateAttribute::ON); if (mWireframe) { osg::PolygonMode* polygonmode = new osg::PolygonMode; polygonmode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE); stateset->setAttributeAndModes(polygonmode, osg::StateAttribute::ON); } else stateset->removeAttribute(osg::StateAttribute::POLYGONMODE); } virtual void apply(osg::StateSet* stateset, osg::NodeVisitor*) { osg::LightModel* lightModel = static_cast(stateset->getAttribute(osg::StateAttribute::LIGHTMODEL)); lightModel->setAmbientIntensity(mAmbientColor); osg::Fog* fog = static_cast(stateset->getAttribute(osg::StateAttribute::FOG)); fog->setColor(mFogColor); fog->setStart(mFogStart); fog->setEnd(mFogEnd); } void setAmbientColor(const osg::Vec4f& col) { mAmbientColor = col; } void setFogColor(const osg::Vec4f& col) { mFogColor = col; } void setFogStart(float start) { mFogStart = start; } void setFogEnd(float end) { mFogEnd = end; } void setWireframe(bool wireframe) { if (mWireframe != wireframe) { mWireframe = wireframe; reset(); } } bool getWireframe() const { return mWireframe; } private: osg::Vec4f mAmbientColor; osg::Vec4f mFogColor; float mFogStart; float mFogEnd; bool mWireframe; }; class PreloadCommonAssetsWorkItem : public SceneUtil::WorkItem { public: PreloadCommonAssetsWorkItem(Resource::ResourceSystem* resourceSystem) : mResourceSystem(resourceSystem) { } virtual void doWork() { for (std::vector::const_iterator it = mModels.begin(); it != mModels.end(); ++it) mResourceSystem->getSceneManager()->getTemplate(*it); for (std::vector::const_iterator it = mTextures.begin(); it != mTextures.end(); ++it) mResourceSystem->getImageManager()->getImage(*it); } std::vector mModels; std::vector mTextures; private: Resource::ResourceSystem* mResourceSystem; }; RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, const Fallback::Map* fallback, const std::string& resourcePath) : mViewer(viewer) , mRootNode(rootNode) , mResourceSystem(resourceSystem) , mWorkQueue(new SceneUtil::WorkQueue) , mUnrefQueue(new SceneUtil::UnrefQueue) , mFogDepth(0.f) , mUnderwaterColor(fallback->getFallbackColour("Water_UnderwaterColor")) , mUnderwaterWeight(fallback->getFallbackFloat("Water_UnderwaterColorWeight")) , mUnderwaterFog(0.f) , mUnderwaterIndoorFog(fallback->getFallbackFloat("Water_UnderwaterIndoorFog")) , mNightEyeFactor(0.f) , mFieldOfViewOverride(0.f) , mFieldOfViewOverridden(false) { resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem); resourceSystem->getSceneManager()->setShaderPath(resourcePath + "/shaders"); resourceSystem->getSceneManager()->setForceShaders(Settings::Manager::getBool("force shaders", "Shaders")); resourceSystem->getSceneManager()->setClampLighting(Settings::Manager::getBool("clamp lighting", "Shaders")); resourceSystem->getSceneManager()->setForcePerPixelLighting(Settings::Manager::getBool("force per pixel lighting", "Shaders")); resourceSystem->getSceneManager()->setAutoUseNormalMaps(Settings::Manager::getBool("auto use object normal maps", "Shaders")); resourceSystem->getSceneManager()->setNormalMapPattern(Settings::Manager::getString("normal map pattern", "Shaders")); resourceSystem->getSceneManager()->setNormalHeightMapPattern(Settings::Manager::getString("normal height map pattern", "Shaders")); resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders")); resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders")); osg::ref_ptr sceneRoot = new SceneUtil::LightManager; sceneRoot->setLightingMask(Mask_Lighting); mSceneRoot = sceneRoot; sceneRoot->setStartLight(1); mRootNode->addChild(sceneRoot); mPathgrid.reset(new Pathgrid(mRootNode)); mObjects.reset(new Objects(mResourceSystem, sceneRoot, mUnrefQueue.get())); mViewer->setIncrementalCompileOperation(new osgUtil::IncrementalCompileOperation); mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation()); mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem)); mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback, resourcePath)); mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), new TerrainStorage(mResourceSystem->getVFS(), Settings::Manager::getString("normal map pattern", "Shaders"), Settings::Manager::getString("normal height map pattern", "Shaders"), Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"), Settings::Manager::getBool("auto use terrain specular maps", "Shaders")), Mask_Terrain, &mResourceSystem->getSceneManager()->getShaderManager(), mUnrefQueue.get())); mCamera.reset(new Camera(mViewer->getCamera())); mViewer->setLightingMode(osgViewer::View::NO_LIGHT); osg::ref_ptr source = new osg::LightSource; source->setNodeMask(Mask_Lighting); mSunLight = new osg::Light; source->setLight(mSunLight); mSunLight->setDiffuse(osg::Vec4f(0,0,0,1)); mSunLight->setAmbient(osg::Vec4f(0,0,0,1)); mSunLight->setSpecular(osg::Vec4f(0,0,0,0)); mSunLight->setConstantAttenuation(1.f); sceneRoot->addChild(source); sceneRoot->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::ON); sceneRoot->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON); sceneRoot->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); sceneRoot->setNodeMask(Mask_Scene); sceneRoot->setName("Scene Root"); mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager())); source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON); mStateUpdater = new StateUpdater; sceneRoot->addUpdateCallback(mStateUpdater); osg::Camera::CullingMode cullingMode = osg::Camera::DEFAULT_CULLING|osg::Camera::FAR_PLANE_CULLING; if (!Settings::Manager::getBool("small feature culling", "Camera")) cullingMode &= ~(osg::CullStack::SMALL_FEATURE_CULLING); else cullingMode |= osg::CullStack::SMALL_FEATURE_CULLING; mViewer->getCamera()->setCullingMode( cullingMode ); mViewer->getCamera()->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); mViewer->getCamera()->setCullingMode(cullingMode); mViewer->getCamera()->setCullMask(~(Mask_UpdateVisitor|Mask_SimpleWater)); mNearClip = Settings::Manager::getFloat("near clip", "Camera"); mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera"); mFieldOfView = Settings::Manager::getFloat("field of view", "Camera"); mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera"); updateProjectionMatrix(); mStateUpdater->setFogEnd(mViewDistance); mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip)); mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance)); } RenderingManager::~RenderingManager() { } MWRender::Objects& RenderingManager::getObjects() { return *mObjects.get(); } Resource::ResourceSystem* RenderingManager::getResourceSystem() { return mResourceSystem; } SceneUtil::WorkQueue* RenderingManager::getWorkQueue() { return mWorkQueue.get(); } SceneUtil::UnrefQueue* RenderingManager::getUnrefQueue() { return mUnrefQueue.get(); } Terrain::World* RenderingManager::getTerrain() { return mTerrain.get(); } void RenderingManager::preloadCommonAssets() { osg::ref_ptr workItem (new PreloadCommonAssetsWorkItem(mResourceSystem)); mSky->listAssetsToPreload(workItem->mModels, workItem->mTextures); mWater->listAssetsToPreload(workItem->mTextures); workItem->mTextures.push_back("textures/_land_default.dds"); mWorkQueue->addWorkItem(workItem); } double RenderingManager::getReferenceTime() const { return mViewer->getFrameStamp()->getReferenceTime(); } osg::Group* RenderingManager::getLightRoot() { return mSceneRoot.get(); } void RenderingManager::setNightEyeFactor(float factor) { if (factor != mNightEyeFactor) { mNightEyeFactor = factor; updateAmbient(); } } void RenderingManager::setAmbientColour(const osg::Vec4f &colour) { mAmbientColor = colour; updateAmbient(); } void RenderingManager::skySetDate(int day, int month) { mSky->setDate(day, month); } int RenderingManager::skyGetMasserPhase() const { return mSky->getMasserPhase(); } int RenderingManager::skyGetSecundaPhase() const { return mSky->getSecundaPhase(); } void RenderingManager::skySetMoonColour(bool red) { mSky->setMoonColour(red); } void RenderingManager::configureAmbient(const ESM::Cell *cell) { setAmbientColour(SceneUtil::colourFromRGB(cell->mAmbi.mAmbient)); osg::Vec4f diffuse = SceneUtil::colourFromRGB(cell->mAmbi.mSunlight); mSunLight->setDiffuse(diffuse); mSunLight->setSpecular(diffuse); mSunLight->setDirection(osg::Vec3f(1.f,-1.f,-1.f)); } void RenderingManager::setSunColour(const osg::Vec4f &colour) { // need to wrap this in a StateUpdater? mSunLight->setDiffuse(colour); mSunLight->setSpecular(colour); } void RenderingManager::setSunDirection(const osg::Vec3f &direction) { osg::Vec3 position = direction * -1; // need to wrap this in a StateUpdater? mSunLight->setPosition(osg::Vec4(position.x(), position.y(), position.z(), 0)); mSky->setSunDirection(position); } osg::Vec3f RenderingManager::getEyePos() { osg::Vec3d eye = mViewer->getCameraManipulator()->getMatrix().getTrans(); return eye; } void RenderingManager::addCell(const MWWorld::CellStore *store) { mPathgrid->addCell(store); mWater->changeCell(store); if (store->getCell()->isExterior()) mTerrain->loadCell(store->getCell()->getGridX(), store->getCell()->getGridY()); } void RenderingManager::removeCell(const MWWorld::CellStore *store) { mPathgrid->removeCell(store); mObjects->removeCell(store); if (store->getCell()->isExterior()) mTerrain->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY()); mWater->removeCell(store); } void RenderingManager::setSkyEnabled(bool enabled) { mSky->setEnabled(enabled); } bool RenderingManager::toggleRenderMode(RenderMode mode) { if (mode == Render_CollisionDebug || mode == Render_Pathgrid) return mPathgrid->toggleRenderMode(mode); else if (mode == Render_Wireframe) { bool wireframe = !mStateUpdater->getWireframe(); mStateUpdater->setWireframe(wireframe); return wireframe; } else if (mode == Render_Water) { return mWater->toggle(); } else if (mode == Render_Scene) { int mask = mViewer->getCamera()->getCullMask(); bool enabled = mask&Mask_Scene; enabled = !enabled; if (enabled) mask |= Mask_Scene; else mask &= ~Mask_Scene; mViewer->getCamera()->setCullMask(mask); return enabled; } /* else //if (mode == Render_BoundingBoxes) { bool show = !mRendering.getScene()->getShowBoundingBoxes(); mRendering.getScene()->showBoundingBoxes(show); return show; } */ return false; } void RenderingManager::configureFog(const ESM::Cell *cell) { osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog); configureFog (cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, color); } void RenderingManager::configureFog(float fogDepth, float underwaterFog, const osg::Vec4f &color) { mFogDepth = fogDepth; mFogColor = color; mUnderwaterFog = underwaterFog; } SkyManager* RenderingManager::getSkyManager() { return mSky.get(); } void RenderingManager::update(float dt, bool paused) { mUnrefQueue->flush(mWorkQueue.get()); if (!paused) { mEffectManager->update(dt); mSky->update(dt); } mWater->update(dt); mCamera->update(dt, paused); osg::Vec3f focal, cameraPos; mCamera->getPosition(focal, cameraPos); mCurrentCameraPos = cameraPos; if (mWater->isUnderwater(cameraPos)) { setFogColor(mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight)); mStateUpdater->setFogStart(mViewDistance * (1 - mUnderwaterFog)); mStateUpdater->setFogEnd(mViewDistance); } else { setFogColor(mFogColor); if (mFogDepth == 0.f) { mStateUpdater->setFogStart(0.f); mStateUpdater->setFogEnd(std::numeric_limits::max()); } else { mStateUpdater->setFogStart(mViewDistance * (1 - mFogDepth)); mStateUpdater->setFogEnd(mViewDistance); } } } void RenderingManager::updatePlayerPtr(const MWWorld::Ptr &ptr) { if(mPlayerAnimation.get()) mPlayerAnimation->updatePtr(ptr); mCamera->attachTo(ptr); } void RenderingManager::removePlayer(const MWWorld::Ptr &player) { mWater->removeEmitter(player); } void RenderingManager::rotateObject(const MWWorld::Ptr &ptr, const osg::Quat& rot) { if(ptr == mCamera->getTrackingPtr() && !mCamera->isVanityOrPreviewModeEnabled()) { mCamera->rotateCamera(-ptr.getRefData().getPosition().rot[0], -ptr.getRefData().getPosition().rot[2], false); } ptr.getRefData().getBaseNode()->setAttitude(rot); } void RenderingManager::moveObject(const MWWorld::Ptr &ptr, const osg::Vec3f &pos) { ptr.getRefData().getBaseNode()->setPosition(pos); } void RenderingManager::scaleObject(const MWWorld::Ptr &ptr, const osg::Vec3f &scale) { ptr.getRefData().getBaseNode()->setScale(scale); if (ptr == mCamera->getTrackingPtr()) // update height of camera mCamera->processViewChange(); } void RenderingManager::removeObject(const MWWorld::Ptr &ptr) { mObjects->removeObject(ptr); mWater->removeEmitter(ptr); } void RenderingManager::setWaterEnabled(bool enabled) { mWater->setEnabled(enabled); mSky->setWaterEnabled(enabled); } void RenderingManager::setWaterHeight(float height) { mWater->setHeight(height); mSky->setWaterHeight(height); } class NotifyDrawCompletedCallback : public osg::Camera::DrawCallback { public: NotifyDrawCompletedCallback() : mDone(false) { } virtual void operator () (osg::RenderInfo& renderInfo) const { mMutex.lock(); mDone = true; mMutex.unlock(); mCondition.signal(); } void waitTillDone() { mMutex.lock(); if (mDone) return; mCondition.wait(&mMutex); mMutex.unlock(); } mutable OpenThreads::Condition mCondition; mutable OpenThreads::Mutex mMutex; mutable bool mDone; }; void RenderingManager::screenshot(osg::Image *image, int w, int h) { osg::ref_ptr rttCamera (new osg::Camera); rttCamera->setNodeMask(Mask_RenderToTexture); rttCamera->attach(osg::Camera::COLOR_BUFFER, image); rttCamera->setRenderOrder(osg::Camera::PRE_RENDER); rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT); rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance); rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix()); rttCamera->setViewport(0, 0, w, h); osg::ref_ptr texture (new osg::Texture2D); texture->setInternalFormat(GL_RGB); texture->setTextureSize(w, h); texture->setResizeNonPowerOfTwoHint(false); texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); rttCamera->attach(osg::Camera::COLOR_BUFFER, texture); image->setDataType(GL_UNSIGNED_BYTE); image->setPixelFormat(texture->getInternalFormat()); rttCamera->setUpdateCallback(new NoTraverseCallback); rttCamera->addChild(mSceneRoot); rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI)); mRootNode->addChild(rttCamera); // The draw needs to complete before we can copy back our image. osg::ref_ptr callback (new NotifyDrawCompletedCallback); rttCamera->setFinalDrawCallback(callback); // at the time this function is called we are in the middle of a frame, // so out of order calls are necessary to get a correct frameNumber for the next frame. // refer to the advance() and frame() order in Engine::go() mViewer->eventTraversal(); mViewer->updateTraversal(); mViewer->renderingTraversals(); callback->waitTillDone(); // now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed mViewer->advance(mViewer->getFrameStamp()->getSimulationTime()); rttCamera->removeChildren(0, rttCamera->getNumChildren()); rttCamera->setGraphicsContext(NULL); mRootNode->removeChild(rttCamera); } osg::Vec4f RenderingManager::getScreenBounds(const MWWorld::Ptr& ptr) { if (!ptr.getRefData().getBaseNode()) return osg::Vec4f(); osg::ComputeBoundsVisitor computeBoundsVisitor; computeBoundsVisitor.setTraversalMask(~(Mask_ParticleSystem|Mask_Effect)); ptr.getRefData().getBaseNode()->accept(computeBoundsVisitor); osg::Matrix viewProj = mViewer->getCamera()->getViewMatrix() * mViewer->getCamera()->getProjectionMatrix(); float min_x = 1.0f, max_x = 0.0f, min_y = 1.0f, max_y = 0.0f; for (int i=0; i<8; ++i) { osg::Vec3f corner = computeBoundsVisitor.getBoundingBox().corner(i); corner = corner * viewProj; float x = (corner.x() + 1.f) * 0.5f; float y = (corner.y() - 1.f) * (-0.5f); if (x < min_x) min_x = x; if (x > max_x) max_x = x; if (y < min_y) min_y = y; if (y > max_y) max_y = y; } return osg::Vec4f(min_x, min_y, max_x, max_y); } RenderingManager::RayResult getIntersectionResult (osgUtil::LineSegmentIntersector* intersector) { RenderingManager::RayResult result; result.mHit = false; if (intersector->containsIntersections()) { result.mHit = true; osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection(); result.mHitPointWorld = intersection.getWorldIntersectPoint(); result.mHitNormalWorld = intersection.getWorldIntersectNormal(); PtrHolder* ptrHolder = NULL; for (osg::NodePath::const_iterator it = intersection.nodePath.begin(); it != intersection.nodePath.end(); ++it) { osg::UserDataContainer* userDataContainer = (*it)->getUserDataContainer(); if (!userDataContainer) continue; for (unsigned int i=0; igetNumUserObjects(); ++i) { if (PtrHolder* p = dynamic_cast(userDataContainer->getUserObject(i))) ptrHolder = p; } } if (ptrHolder) result.mHitObject = ptrHolder->mPtr; } return result; } osg::ref_ptr createIntersectionVisitor(osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors) { osg::ref_ptr intersectionVisitor( new osgUtil::IntersectionVisitor(intersector)); int mask = intersectionVisitor->getTraversalMask(); mask &= ~(Mask_RenderToTexture|Mask_Sky|Mask_Debug|Mask_Effect|Mask_Water|Mask_SimpleWater); if (ignorePlayer) mask &= ~(Mask_Player); if (ignoreActors) mask &= ~(Mask_Actor|Mask_Player); intersectionVisitor->setTraversalMask(mask); return intersectionVisitor; } RenderingManager::RayResult RenderingManager::castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors) { osg::ref_ptr intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::MODEL, origin, dest)); intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST); mRootNode->accept(*createIntersectionVisitor(intersector, ignorePlayer, ignoreActors)); return getIntersectionResult(intersector); } RenderingManager::RayResult RenderingManager::castCameraToViewportRay(const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors) { osg::ref_ptr intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::PROJECTION, nX * 2.f - 1.f, nY * (-2.f) + 1.f)); osg::Vec3d dist (0.f, 0.f, -maxDistance); dist = dist * mViewer->getCamera()->getProjectionMatrix(); osg::Vec3d end = intersector->getEnd(); end.z() = dist.z(); intersector->setEnd(end); intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST); mViewer->getCamera()->accept(*createIntersectionVisitor(intersector, ignorePlayer, ignoreActors)); return getIntersectionResult(intersector); } void RenderingManager::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated) { mObjects->updatePtr(old, updated); } void RenderingManager::spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale) { mEffectManager->addEffect(model, texture, worldPosition, scale); } void RenderingManager::notifyWorldSpaceChanged() { mEffectManager->clear(); mWater->clearRipples(); } void RenderingManager::clear() { mSky->setMoonColour(false); notifyWorldSpaceChanged(); } MWRender::Animation* RenderingManager::getAnimation(const MWWorld::Ptr &ptr) { if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr()) return mPlayerAnimation.get(); return mObjects->getAnimation(ptr); } const MWRender::Animation* RenderingManager::getAnimation(const MWWorld::ConstPtr &ptr) const { if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr()) return mPlayerAnimation.get(); return mObjects->getAnimation(ptr); } void RenderingManager::setupPlayer(const MWWorld::Ptr &player) { if (!mPlayerNode) { mPlayerNode = new SceneUtil::PositionAttitudeTransform; mPlayerNode->setNodeMask(Mask_Player); mSceneRoot->addChild(mPlayerNode); } mPlayerNode->setUserDataContainer(new osg::DefaultUserDataContainer); mPlayerNode->getUserDataContainer()->addUserObject(new PtrHolder(player)); player.getRefData().setBaseNode(mPlayerNode); mWater->addEmitter(player); } void RenderingManager::renderPlayer(const MWWorld::Ptr &player) { mPlayerAnimation.reset(new NpcAnimation(player, player.getRefData().getBaseNode(), mResourceSystem, 0, false, NpcAnimation::VM_Normal, mFirstPersonFieldOfView)); mCamera->setAnimation(mPlayerAnimation.get()); mCamera->attachTo(player); } void RenderingManager::rebuildPtr(const MWWorld::Ptr &ptr) { NpcAnimation *anim = NULL; if(ptr == mPlayerAnimation->getPtr()) anim = mPlayerAnimation.get(); else anim = dynamic_cast(mObjects->getAnimation(ptr)); if(anim) { anim->rebuild(); if(mCamera->getTrackingPtr() == ptr) { mCamera->attachTo(ptr); mCamera->setAnimation(anim); } } } void RenderingManager::addWaterRippleEmitter(const MWWorld::Ptr &ptr) { mWater->addEmitter(ptr); } void RenderingManager::removeWaterRippleEmitter(const MWWorld::Ptr &ptr) { mWater->removeEmitter(ptr); } void RenderingManager::emitWaterRipple(const osg::Vec3f &pos) { mWater->emitRipple(pos); } void RenderingManager::updateProjectionMatrix() { double aspect = mViewer->getCamera()->getViewport()->aspectRatio(); float fov = mFieldOfView; if (mFieldOfViewOverridden) fov = mFieldOfViewOverride; mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance); } void RenderingManager::updateTextureFiltering() { mViewer->stopThreading(); mResourceSystem->getSceneManager()->setFilterSettings( Settings::Manager::getString("texture mag filter", "General"), Settings::Manager::getString("texture min filter", "General"), Settings::Manager::getString("texture mipmap", "General"), Settings::Manager::getInt("anisotropy", "General") ); mTerrain->updateTextureFiltering(); mViewer->startThreading(); } void RenderingManager::updateAmbient() { osg::Vec4f color = mAmbientColor; if (mNightEyeFactor > 0.f) color += osg::Vec4f(0.7, 0.7, 0.7, 0.0) * mNightEyeFactor; mStateUpdater->setAmbientColor(color); } void RenderingManager::setFogColor(const osg::Vec4f &color) { mViewer->getCamera()->setClearColor(color); mStateUpdater->setFogColor(color); } void RenderingManager::processChangedSettings(const Settings::CategorySettingVector &changed) { for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it) { if (it->first == "Camera" && it->second == "field of view") { mFieldOfView = Settings::Manager::getFloat("field of view", "Camera"); updateProjectionMatrix(); } else if (it->first == "Camera" && it->second == "viewing distance") { mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera"); mStateUpdater->setFogEnd(mViewDistance); updateProjectionMatrix(); } else if (it->first == "General" && (it->second == "texture filter" || it->second == "texture mipmap" || it->second == "anisotropy")) updateTextureFiltering(); else if (it->first == "Water") mWater->processChangedSettings(changed); } } float RenderingManager::getNearClipDistance() const { return mNearClip; } float RenderingManager::getTerrainHeightAt(const osg::Vec3f &pos) { return mTerrain->getHeightAt(pos); } bool RenderingManager::vanityRotateCamera(const float *rot) { if(!mCamera->isVanityOrPreviewModeEnabled()) return false; mCamera->rotateCamera(rot[0], rot[2], true); return true; } void RenderingManager::setCameraDistance(float dist, bool adjust, bool override) { if(!mCamera->isVanityOrPreviewModeEnabled() && !mCamera->isFirstPerson()) { if(mCamera->isNearest() && dist > 0.f) mCamera->toggleViewMode(); else mCamera->setCameraDistance(-dist / 120.f * 10, adjust, override); } else if(mCamera->isFirstPerson() && dist < 0.f) { mCamera->toggleViewMode(); mCamera->setCameraDistance(0.f, false, override); } } void RenderingManager::resetCamera() { mCamera->reset(); } float RenderingManager::getCameraDistance() const { return mCamera->getCameraDistance(); } Camera* RenderingManager::getCamera() { return mCamera.get(); } const osg::Vec3f &RenderingManager::getCameraPosition() const { return mCurrentCameraPos; } void RenderingManager::togglePOV() { mCamera->toggleViewMode(); } void RenderingManager::togglePreviewMode(bool enable) { mCamera->togglePreviewMode(enable); } bool RenderingManager::toggleVanityMode(bool enable) { return mCamera->toggleVanityMode(enable); } void RenderingManager::allowVanityMode(bool allow) { mCamera->allowVanityMode(allow); } void RenderingManager::togglePlayerLooking(bool enable) { mCamera->togglePlayerLooking(enable); } void RenderingManager::changeVanityModeScale(float factor) { if(mCamera->isVanityOrPreviewModeEnabled()) mCamera->setCameraDistance(-factor/120.f*10, true, true); } void RenderingManager::overrideFieldOfView(float val) { if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val) { mFieldOfViewOverridden = true; mFieldOfViewOverride = val; updateProjectionMatrix(); } } void RenderingManager::resetFieldOfView() { if (mFieldOfViewOverridden == true) { mFieldOfViewOverridden = false; updateProjectionMatrix(); } } }