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279 lines
7.9 KiB
C++
279 lines
7.9 KiB
C++
#ifndef GAME_RENDERING_MANAGER_H
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#define GAME_RENDERING_MANAGER_H
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#include "sky.hpp"
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#include "debugging.hpp"
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#include <components/settings/settings.hpp>
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#include <boost/filesystem.hpp>
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#include <OgreRenderTargetListener.h>
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#include "renderinginterface.hpp"
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#include "objects.hpp"
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#include "actors.hpp"
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#include "camera.hpp"
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#include "occlusionquery.hpp"
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namespace Ogre
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{
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class SceneNode;
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}
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namespace MWWorld
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{
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class Ptr;
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class CellStore;
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}
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namespace sh
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{
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class Factory;
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}
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namespace Terrain
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{
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class World;
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}
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namespace MWRender
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{
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class Shadows;
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class LocalMap;
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class Water;
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class GlobalMap;
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class Animation;
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class EffectManager;
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class RenderingManager: private RenderingInterface, public Ogre::RenderTargetListener, public OEngine::Render::WindowSizeListener
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{
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private:
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virtual MWRender::Objects& getObjects();
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virtual MWRender::Actors& getActors();
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public:
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RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir,
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const boost::filesystem::path& cacheDir, OEngine::Physic::PhysicEngine* engine,
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MWWorld::Fallback* fallback);
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virtual ~RenderingManager();
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void togglePOV()
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{ mCamera->toggleViewMode(); }
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void togglePreviewMode(bool enable)
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{ mCamera->togglePreviewMode(enable); }
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bool toggleVanityMode(bool enable)
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{ return mCamera->toggleVanityMode(enable); }
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void allowVanityMode(bool allow)
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{ mCamera->allowVanityMode(allow); }
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void togglePlayerLooking(bool enable)
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{ mCamera->togglePlayerLooking(enable); }
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void changeVanityModeScale(float factor)
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{
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if(mCamera->isVanityOrPreviewModeEnabled())
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mCamera->setCameraDistance(-factor/120.f*10, true, true);
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}
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void resetCamera();
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bool vanityRotateCamera(const float *rot);
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void setCameraDistance(float dist, bool adjust = false, bool override = true);
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float getCameraDistance() const;
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void setupPlayer(const MWWorld::Ptr &ptr);
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void renderPlayer(const MWWorld::Ptr &ptr);
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SkyManager* getSkyManager();
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MWRender::Camera* getCamera() const;
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bool toggleRenderMode(int mode);
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void removeCell (MWWorld::CellStore *store);
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/// \todo this function should be removed later. Instead the rendering subsystems should track
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/// when rebatching is needed and update automatically at the end of each frame.
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void cellAdded (MWWorld::CellStore *store);
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/// Clear all savegame-specific data (i.e. fog of war textures)
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void clear();
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void enableTerrain(bool enable);
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void removeWater();
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/// Write current fog of war for this cell to the CellStore
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void writeFog (MWWorld::CellStore* store);
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void addObject (const MWWorld::Ptr& ptr, const std::string& model);
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void removeObject (const MWWorld::Ptr& ptr);
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void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position);
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void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
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/// Updates an object's rotation
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void rotateObject (const MWWorld::Ptr& ptr);
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void setWaterHeight(float height);
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void setWaterEnabled(bool enabled);
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bool toggleWater();
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bool toggleWorld();
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/// Updates object rendering after cell change
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/// \param old Object reference in previous cell
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/// \param cur Object reference in new cell
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void updateObjectCell(const MWWorld::Ptr &old, const MWWorld::Ptr &cur);
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/// Specifies an updated Ptr object for the player (used on cell change).
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void updatePlayerPtr(const MWWorld::Ptr &ptr);
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/// Currently for NPCs only. Rebuilds the NPC, updating their root model, animation sources,
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/// and equipment.
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void rebuildPtr(const MWWorld::Ptr &ptr);
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void update (float duration, bool paused);
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void setAmbientColour(const Ogre::ColourValue& colour);
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void setSunColour(const Ogre::ColourValue& colour);
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void setSunDirection(const Ogre::Vector3& direction, bool is_night);
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void sunEnable(bool real); ///< @param real whether or not to really disable the sunlight (otherwise just set diffuse to 0)
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void sunDisable(bool real);
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void disableLights(bool sun); ///< @param sun whether or not to really disable the sunlight (otherwise just set diffuse to 0)
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void enableLights(bool sun);
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void preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
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void postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
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bool occlusionQuerySupported() { return mOcclusionQuery->supported(); }
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OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; }
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float getTerrainHeightAt (Ogre::Vector3 worldPos);
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void notifyWorldSpaceChanged();
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void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches);
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void setGlare(bool glare);
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void skyEnable ();
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void skyDisable ();
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void skySetHour (double hour);
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void skySetDate (int day, int month);
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int skyGetMasserPhase() const;
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int skyGetSecundaPhase() const;
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void skySetMoonColour (bool red);
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void configureAmbient(MWWorld::CellStore &mCell);
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void addWaterRippleEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
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void removeWaterRippleEmitter (const MWWorld::Ptr& ptr);
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void updateWaterRippleEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
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void updateTerrain ();
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///< update the terrain according to the player position. Usually done automatically, but should be done manually
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/// before calling requestMap
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void requestMap (MWWorld::CellStore* cell);
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///< request the local map for a cell
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/// configure fog according to cell
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void configureFog(const MWWorld::CellStore &mCell);
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/// configure fog manually
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void configureFog(const float density, const Ogre::ColourValue& colour);
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Ogre::Vector4 boundingBoxToScreen(Ogre::AxisAlignedBox bounds);
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///< transform the specified bounding box (in world coordinates) into screen coordinates.
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/// @return packed vector4 (min_x, min_y, max_x, max_y)
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void processChangedSettings(const Settings::CategorySettingVector& settings);
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Ogre::Viewport* getViewport() { return mRendering.getViewport(); }
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void worldToInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y);
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///< see MWRender::LocalMap::worldToInteriorMapPosition
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Ogre::Vector2 interiorMapToWorldPosition (float nX, float nY, int x, int y);
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///< see MWRender::LocalMap::interiorMapToWorldPosition
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bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
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///< see MWRender::LocalMap::isPositionExplored
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Animation* getAnimation(const MWWorld::Ptr &ptr);
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void frameStarted(float dt, bool paused);
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void screenshot(Ogre::Image& image, int w, int h);
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void spawnEffect (const std::string& model, const std::string& texture, const Ogre::Vector3& worldPosition, float scale=1.f);
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protected:
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virtual void windowResized(int x, int y);
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private:
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sh::Factory* mFactory;
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void setAmbientMode();
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void applyFog(bool underwater);
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void attachCameraTo(const MWWorld::Ptr& ptr);
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void setMenuTransparency(float val);
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bool mSunEnabled;
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MWWorld::Fallback* mFallback;
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SkyManager* mSkyManager;
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OcclusionQuery* mOcclusionQuery;
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Terrain::World* mTerrain;
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MWRender::Water *mWater;
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GlobalMap* mGlobalMap;
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OEngine::Render::OgreRenderer &mRendering;
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MWRender::Objects* mObjects;
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MWRender::Actors* mActors;
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MWRender::EffectManager* mEffectManager;
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MWRender::NpcAnimation *mPlayerAnimation;
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// 0 normal, 1 more bright, 2 max
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int mAmbientMode;
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Ogre::ColourValue mAmbientColor;
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Ogre::Light* mSun;
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Ogre::SceneNode *mRootNode;
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Ogre::ColourValue mFogColour;
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float mFogStart;
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float mFogEnd;
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OEngine::Physic::PhysicEngine* mPhysicsEngine;
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MWRender::Camera *mCamera;
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MWRender::Debugging *mDebugging;
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MWRender::LocalMap* mLocalMap;
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MWRender::Shadows* mShadows;
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bool mRenderWorld;
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};
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}
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#endif
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