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180 lines
6.8 KiB
C++
180 lines
6.8 KiB
C++
#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#include <string>
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#include <map>
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#include <memory>
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#include <osg/ref_ptr>
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#include <osg/Node>
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#include <osg/Texture>
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#include "resourcemanager.hpp"
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namespace Resource
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{
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class ImageManager;
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class NifFileManager;
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class SharedStateManager;
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}
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namespace osgUtil
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{
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class IncrementalCompileOperation;
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}
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namespace osgDB
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{
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class SharedStateManager;
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}
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namespace Shader
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{
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class ShaderManager;
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}
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namespace Resource
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{
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class MultiObjectCache;
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/// @brief Handles loading and caching of scenes, e.g. .nif files or .osg files
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/// @note Some methods of the scene manager can be used from any thread, see the methods documentation for more details.
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class SceneManager : public ResourceManager
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{
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public:
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SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager);
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~SceneManager();
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Shader::ShaderManager& getShaderManager();
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/// Re-create shaders for this node, need to call this if texture stages or vertex color mode have changed.
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void recreateShaders(osg::ref_ptr<osg::Node> node);
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/// @see ShaderVisitor::setForceShaders
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void setForceShaders(bool force);
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bool getForceShaders() const;
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/// @see ShaderVisitor::setClampLighting
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void setClampLighting(bool clamp);
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bool getClampLighting() const;
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/// @see ShaderVisitor::setForcePerPixelLighting
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void setForcePerPixelLighting(bool force);
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bool getForcePerPixelLighting() const;
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/// @see ShaderVisitor::setAutoUseNormalMaps
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void setAutoUseNormalMaps(bool use);
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/// @see ShaderVisitor::setNormalMapPattern
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void setNormalMapPattern(const std::string& pattern);
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/// @see ShaderVisitor::setNormalHeightMapPattern
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void setNormalHeightMapPattern(const std::string& pattern);
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void setAutoUseSpecularMaps(bool use);
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void setSpecularMapPattern(const std::string& pattern);
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void setShaderPath(const std::string& path);
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/// Check if a given scene is loaded and if so, update its usage timestamp to prevent it from being unloaded
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bool checkLoaded(const std::string& name, double referenceTime);
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/// Get a read-only copy of this scene "template"
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/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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/// If even the error marker mesh can not be found, an exception is thrown.
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/// @note Thread safe.
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osg::ref_ptr<const osg::Node> getTemplate(const std::string& name);
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/// Create an instance of the given scene template and cache it for later use, so that future calls to getInstance() can simply
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/// return this cached object instead of creating a new one.
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/// @note The returned ref_ptr may be kept around by the caller to ensure that the object stays in cache for as long as needed.
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/// @note Thread safe.
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osg::ref_ptr<osg::Node> cacheInstance(const std::string& name);
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/// Get an instance of the given scene template
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/// @see getTemplate
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/// @note Thread safe.
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osg::ref_ptr<osg::Node> getInstance(const std::string& name);
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/// Get an instance of the given scene template and immediately attach it to a parent node
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/// @see getTemplate
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/// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
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osg::ref_ptr<osg::Node> getInstance(const std::string& name, osg::Group* parentNode);
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/// Attach the given scene instance to the given parent node
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/// @note You should have the parentNode in its intended position before calling this method,
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/// so that world space particles of the \a instance get transformed correctly.
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/// @note Assumes the given instance was not attached to any parents before.
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/// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
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void attachTo(osg::Node* instance, osg::Group* parentNode) const;
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/// Manually release created OpenGL objects for the given graphics context. This may be required
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/// in cases where multiple contexts are used over the lifetime of the application.
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void releaseGLObjects(osg::State* state);
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/// Set up an IncrementalCompileOperation for background compiling of loaded scenes.
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void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
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Resource::ImageManager* getImageManager();
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/// @param mask The node mask to apply to loaded particle system nodes.
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void setParticleSystemMask(unsigned int mask);
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/// @warning It is unsafe to call this method while the draw thread is using textures! call Viewer::stopThreading first.
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void setFilterSettings(const std::string &magfilter, const std::string &minfilter,
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const std::string &mipmap, int maxAnisotropy);
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/// Apply filter settings to the given texture. Note, when loading an object through this scene manager (i.e. calling getTemplate or createInstance)
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/// the filter settings are applied automatically. This method is provided for textures that were created outside of the SceneManager.
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void applyFilterSettings (osg::Texture* tex);
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/// Keep a copy of the texture data around in system memory? This is needed when using multiple graphics contexts,
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/// otherwise should be disabled to reduce memory usage.
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void setUnRefImageDataAfterApply(bool unref);
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/// @see ResourceManager::updateCache
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virtual void updateCache(double referenceTime);
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virtual void reportStats(unsigned int frameNumber, osg::Stats* stats);
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private:
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osg::ref_ptr<osg::Node> createInstance(const std::string& name);
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std::auto_ptr<Shader::ShaderManager> mShaderManager;
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bool mForceShaders;
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bool mClampLighting;
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bool mForcePerPixelLighting;
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bool mAutoUseNormalMaps;
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std::string mNormalMapPattern;
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std::string mNormalHeightMapPattern;
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bool mAutoUseSpecularMaps;
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std::string mSpecularMapPattern;
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osg::ref_ptr<MultiObjectCache> mInstanceCache;
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osg::ref_ptr<Resource::SharedStateManager> mSharedStateManager;
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OpenThreads::Mutex mSharedStateMutex;
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Resource::ImageManager* mImageManager;
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Resource::NifFileManager* mNifFileManager;
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osg::Texture::FilterMode mMinFilter;
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osg::Texture::FilterMode mMagFilter;
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int mMaxAnisotropy;
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bool mUnRefImageDataAfterApply;
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osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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unsigned int mParticleSystemMask;
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SceneManager(const SceneManager&);
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void operator = (const SceneManager&);
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};
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}
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#endif
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