|
|
|
#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;
|
|
|
|
class SharedStateManager;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace osgUtil
|
|
|
|
{
|
|
|
|
class IncrementalCompileOperation;
|
|
|
|
}
|
|
|
|
|
|
|
|
namespace osgDB
|
|
|
|
{
|
|
|
|
class SharedStateManager;
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
/// Check if a given scene is loaded and if so, update its usage timestamp to prevent it from being unloaded
|
|
|
|
bool checkLoaded(const std::string& name, double referenceTime);
|
|
|
|
|
|
|
|
/// 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);
|
|
|
|
|
|
|
|
osg::ref_ptr<osg::Node> createInstance(const std::string& name);
|
|
|
|
|
|
|
|
osg::ref_ptr<osg::Node> createInstance(const osg::Node* base);
|
|
|
|
|
|
|
|
/// 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);
|
|
|
|
|
|
|
|
osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation();
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) const;
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
osg::ref_ptr<Resource::SharedStateManager> mSharedStateManager;
|
|
|
|
mutable 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
|