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openmw-tes3mp/components/resource/scenemanager.hpp

171 lines
6.6 KiB
C++

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