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#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#include <string>
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#include <map>
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#include <osg/ref_ptr>
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#include <osg/Node>
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#include <osg/Texture>
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namespace Resource
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{
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class TextureManager;
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class NifFileManager;
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}
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namespace VFS
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{
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class Manager;
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}
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namespace osgUtil
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{
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class IncrementalCompileOperation;
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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 Resource
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{
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/// @brief Handles loading and caching of scenes, e.g. NIF files
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class SceneManager
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{
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public:
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SceneManager(const VFS::Manager* vfs, Resource::TextureManager* textureManager, Resource::NifFileManager* nifFileManager);
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~SceneManager();
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/// Get a read-only copy of this scene "template"
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/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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/// If even the error marker mesh can not be found, an exception is thrown.
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osg::ref_ptr<const osg::Node> getTemplate(const std::string& name);
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/// Create an instance of the given scene template
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/// @see getTemplate
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osg::ref_ptr<osg::Node> createInstance(const std::string& name);
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/// Create an instance of the given scene template and immediately attach it to a parent node
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/// @see getTemplate
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osg::ref_ptr<osg::Node> createInstance(const std::string& name, osg::Group* parentNode);
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/// Attach the given scene instance to the given parent node
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/// @note You should have the parentNode in its intended position before calling this method,
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/// so that world space particles of the \a instance get transformed correctly.
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/// @note Assumes the given instance was not attached to any parents before.
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void attachTo(osg::Node* instance, osg::Group* parentNode) const;
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/// Manually release created OpenGL objects for the given graphics context. This may be required
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/// in cases where multiple contexts are used over the lifetime of the application.
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void releaseGLObjects(osg::State* state);
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/// Set up an IncrementalCompileOperation for background compiling of loaded scenes.
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void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
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/// @note SceneManager::attachTo calls this method automatically, only needs to be called by users if manually attaching
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void notifyAttached(osg::Node* node) const;
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const VFS::Manager* getVFS() const;
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Resource::TextureManager* getTextureManager();
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/// @param mask The node mask to apply to loaded particle system nodes.
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void setParticleSystemMask(unsigned int mask);
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void setFilterSettings(const std::string &magfilter, const std::string &minfilter,
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const std::string &mipmap, int maxAnisotropy,
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osgViewer::Viewer *viewer);
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/// Apply filter settings to the given texture. Note, when loading an object through this scene manager (i.e. calling getTemplate / createInstance)
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/// the filter settings are applied automatically. This method is provided for textures that were created outside of the SceneManager.
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void applyFilterSettings (osg::Texture* tex);
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/// Keep a copy of the texture data around in system memory? This is needed when using multiple graphics contexts,
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/// otherwise should be disabled to reduce memory usage.
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void setUnRefImageDataAfterApply(bool unref);
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private:
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const VFS::Manager* mVFS;
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Resource::TextureManager* mTextureManager;
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Resource::NifFileManager* mNifFileManager;
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osg::Texture::FilterMode mMinFilter;
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osg::Texture::FilterMode mMagFilter;
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int mMaxAnisotropy;
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bool mUnRefImageDataAfterApply;
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osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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unsigned int mParticleSystemMask;
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// observer_ptr?
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typedef std::map<std::string, osg::ref_ptr<osg::Node> > Index;
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Index mIndex;
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SceneManager(const SceneManager&);
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void operator = (const SceneManager&);
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/// @warning It is unsafe to call this function when a draw thread is using the textures. Call stopThreading() first!
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void setFilterSettings(osg::Texture::FilterMode minFilter, osg::Texture::FilterMode maxFilter, int maxAnisotropy);
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};
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}
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#endif
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