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