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

245 lines
7.1 KiB
C++

#ifndef OPENMW_MWRENDER_RENDERINGMANAGER_H
#define OPENMW_MWRENDER_RENDERINGMANAGER_H
#include <osg/ref_ptr>
#include <osg/Light>
#include <components/settings/settings.hpp>
#include "objects.hpp"
#include "renderinginterface.hpp"
#include "rendermode.hpp"
namespace osg
{
class Group;
class PositionAttitudeTransform;
}
namespace Resource
{
class ResourceSystem;
}
namespace osgViewer
{
class Viewer;
}
namespace ESM
{
struct Cell;
}
namespace Terrain
{
class World;
}
namespace Fallback
{
class Map;
}
namespace SceneUtil
{
class WorkQueue;
class UnrefQueue;
}
namespace MWRender
{
class StateUpdater;
class EffectManager;
class SkyManager;
class NpcAnimation;
class Pathgrid;
class Camera;
class Water;
class RenderingManager : public MWRender::RenderingInterface
{
public:
RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem,
const Fallback::Map* fallback, const std::string& resourcePath);
~RenderingManager();
MWRender::Objects& getObjects();
Resource::ResourceSystem* getResourceSystem();
SceneUtil::WorkQueue* getWorkQueue();
SceneUtil::UnrefQueue* getUnrefQueue();
Terrain::World* getTerrain();
void preloadCommonAssets();
double getReferenceTime() const;
osg::Group* getLightRoot();
void setNightEyeFactor(float factor);
void setAmbientColour(const osg::Vec4f& colour);
void skySetDate(int day, int month);
int skyGetMasserPhase() const;
int skyGetSecundaPhase() const;
void skySetMoonColour(bool red);
void setSunDirection(const osg::Vec3f& direction);
void setSunColour(const osg::Vec4f& colour);
void configureAmbient(const ESM::Cell* cell);
void configureFog(const ESM::Cell* cell);
void configureFog(float fogDepth, float underwaterFog, const osg::Vec4f& colour);
void addCell(const MWWorld::CellStore* store);
void removeCell(const MWWorld::CellStore* store);
void updatePtr(const MWWorld::Ptr& old, const MWWorld::Ptr& updated);
void rotateObject(const MWWorld::Ptr& ptr, const osg::Quat& rot);
void moveObject(const MWWorld::Ptr& ptr, const osg::Vec3f& pos);
void scaleObject(const MWWorld::Ptr& ptr, const osg::Vec3f& scale);
void removeObject(const MWWorld::Ptr& ptr);
void setWaterEnabled(bool enabled);
void setWaterHeight(float level);
/// Take a screenshot of w*h onto the given image, not including the GUI.
void screenshot(osg::Image* image, int w, int h);
struct RayResult
{
bool mHit;
osg::Vec3f mHitNormalWorld;
osg::Vec3f mHitPointWorld;
MWWorld::Ptr mHitObject;
};
RayResult castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors=false);
/// Return the object under the mouse cursor / crosshair position, given by nX and nY normalized screen coordinates,
/// where (0,0) is the top left corner.
RayResult castCameraToViewportRay(const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors=false);
/// Get the bounding box of the given object in screen coordinates as (minX, minY, maxX, maxY), with (0,0) being the top left corner.
osg::Vec4f getScreenBounds(const MWWorld::Ptr& ptr);
void setSkyEnabled(bool enabled);
bool toggleRenderMode(RenderMode mode);
SkyManager* getSkyManager();
osg::Vec3f getEyePos();
void spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale = 1.f);
/// Clear all savegame-specific data
void clear();
/// Clear all worldspace-specific data
void notifyWorldSpaceChanged();
void update(float dt, bool paused);
Animation* getAnimation(const MWWorld::Ptr& ptr);
const Animation* getAnimation(const MWWorld::ConstPtr& ptr) const;
void addWaterRippleEmitter(const MWWorld::Ptr& ptr);
void removeWaterRippleEmitter(const MWWorld::Ptr& ptr);
void emitWaterRipple(const osg::Vec3f& pos);
void updatePlayerPtr(const MWWorld::Ptr &ptr);
void removePlayer(const MWWorld::Ptr& player);
void setupPlayer(const MWWorld::Ptr& player);
void renderPlayer(const MWWorld::Ptr& player);
void rebuildPtr(const MWWorld::Ptr& ptr);
void processChangedSettings(const Settings::CategorySettingVector& settings);
float getNearClipDistance() const;
float getTerrainHeightAt(const osg::Vec3f& pos);
// camera stuff
bool vanityRotateCamera(const float *rot);
void setCameraDistance(float dist, bool adjust, bool override);
void resetCamera();
float getCameraDistance() const;
Camera* getCamera();
const osg::Vec3f& getCameraPosition() const;
void togglePOV();
void togglePreviewMode(bool enable);
bool toggleVanityMode(bool enable);
void allowVanityMode(bool allow);
void togglePlayerLooking(bool enable);
void changeVanityModeScale(float factor);
/// temporarily override the field of view with given value.
void overrideFieldOfView(float val);
/// reset a previous overrideFieldOfView() call, i.e. revert to field of view specified in the settings file.
void resetFieldOfView();
private:
void updateProjectionMatrix();
void updateTextureFiltering();
void updateAmbient();
void setFogColor(const osg::Vec4f& color);
osg::ref_ptr<osgViewer::Viewer> mViewer;
osg::ref_ptr<osg::Group> mRootNode;
osg::ref_ptr<osg::Group> mSceneRoot;
Resource::ResourceSystem* mResourceSystem;
osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
osg::ref_ptr<osg::Light> mSunLight;
std::auto_ptr<Pathgrid> mPathgrid;
std::auto_ptr<Objects> mObjects;
std::auto_ptr<Water> mWater;
std::auto_ptr<Terrain::World> mTerrain;
std::auto_ptr<SkyManager> mSky;
std::auto_ptr<EffectManager> mEffectManager;
std::auto_ptr<NpcAnimation> mPlayerAnimation;
osg::ref_ptr<SceneUtil::PositionAttitudeTransform> mPlayerNode;
std::auto_ptr<Camera> mCamera;
osg::Vec3f mCurrentCameraPos;
osg::ref_ptr<StateUpdater> mStateUpdater;
float mFogDepth;
osg::Vec4f mUnderwaterColor;
float mUnderwaterWeight;
float mUnderwaterFog;
float mUnderwaterIndoorFog;
osg::Vec4f mFogColor;
osg::Vec4f mAmbientColor;
float mNightEyeFactor;
float mNearClip;
float mViewDistance;
float mFieldOfViewOverride;
bool mFieldOfViewOverridden;
float mFieldOfView;
float mFirstPersonFieldOfView;
void operator = (const RenderingManager&);
RenderingManager(const RenderingManager&);
};
}
#endif