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

279 lines
7.8 KiB
C++

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