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openmw/components/resource/scenemanager.hpp

279 lines
10 KiB
C++

#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
#include <array>
#include <memory>
#include <mutex>
#include <string>
#include <osg/Texture>
#include <osg/ref_ptr>
#include "resourcemanager.hpp"
#include <components/sceneutil/lightmanager.hpp>
#include <filesystem>
namespace VFS
{
class Manager;
}
namespace osg
{
class Group;
class Node;
class Program;
class State;
class Stats;
}
namespace Resource
{
class ImageManager;
class NifFileManager;
class SharedStateManager;
}
namespace osgUtil
{
class IncrementalCompileOperation;
}
namespace Shader
{
class ShaderManager;
class ShaderVisitor;
}
namespace Resource
{
class TemplateRef : public osg::Object
{
public:
TemplateRef(const Object* object)
: mObject(object)
{
}
TemplateRef() {}
TemplateRef(const TemplateRef& copy, const osg::CopyOp&)
: mObject(copy.mObject)
{
}
META_Object(Resource, TemplateRef)
private:
osg::ref_ptr<const Object> mObject;
};
class TemplateMultiRef : public osg::Object
{
public:
TemplateMultiRef() {}
TemplateMultiRef(const TemplateMultiRef& copy, const osg::CopyOp&)
: mObjects(copy.mObjects)
{
}
void addRef(const osg::Node* node);
META_Object(Resource, TemplateMultiRef)
private:
std::vector<osg::ref_ptr<const Object>> mObjects;
};
/// @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:
explicit SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager,
Resource::NifFileManager* nifFileManager, double expiryDelay);
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~SceneManager();
Shader::ShaderManager& getShaderManager();
/// Re-create shaders for this node, need to call this if alpha testing, texture stages or vertex color mode
/// have changed.
void recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix = "objects",
bool forceShadersForNode = false, const osg::Program* programTemplate = nullptr);
/// Applying shaders to a node may replace some fixed-function state.
/// This restores it.
/// When editing such state, it should be reinstated before the edits, and shaders should be recreated
/// afterwards.
void reinstateRemovedState(osg::ref_ptr<osg::Node> node);
/// @see ShaderVisitor::setForceShaders
void setForceShaders(bool force);
bool getForceShaders() const;
void setClampLighting(bool clamp);
bool getClampLighting() 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 setApplyLightingToEnvMaps(bool apply);
void setSupportedLightingMethods(const SceneUtil::LightManager::SupportedMethods& supported);
bool isSupportedLightingMethod(SceneUtil::LightingMethod method) const;
void setOpaqueDepthTex(osg::ref_ptr<osg::Texture> texturePing, osg::ref_ptr<osg::Texture> texturePong);
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osg::ref_ptr<osg::Texture> getOpaqueDepthTex(size_t frame);
enum class UBOBinding
{
// If we add more UBO's, we should probably assign their bindings dynamically according to the current count
// of UBO's in the programTemplate
LightBuffer,
PostProcessor
};
void setLightingMethod(SceneUtil::LightingMethod method);
SceneUtil::LightingMethod getLightingMethod() const;
void setConvertAlphaTestToAlphaToCoverage(bool convert);
void setAdjustCoverageForAlphaTest(bool adjustCoverage);
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void setShaderPath(const std::filesystem::path& 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(std::string_view name, bool compile = true);
/// Clone osg::Node safely.
/// @note Thread safe.
static osg::ref_ptr<osg::Node> cloneNode(const osg::Node* base);
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void shareState(osg::ref_ptr<osg::Node> node);
/// Clone osg::Node and adjust it according to SceneManager's settings.
/// @note Thread safe.
osg::ref_ptr<osg::Node> getInstance(const osg::Node* base);
/// Instance the given scene template.
/// @see getTemplate
/// @note Thread safe.
osg::ref_ptr<osg::Node> getInstance(std::string_view name);
/// Instance 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(std::string_view 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) override;
/// 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
void updateCache(double referenceTime) override;
void clearCache() override;
void reportStats(unsigned int frameNumber, osg::Stats* stats) const override;
void setSupportsNormalsRT(bool supports) { mSupportsNormalsRT = supports; }
bool getSupportsNormalsRT() const { return mSupportsNormalsRT; }
void setSoftParticles(bool enabled) { mSoftParticles = enabled; }
bool getSoftParticles() const { return mSoftParticles; }
void setWeatherParticleOcclusion(bool value) { mWeatherParticleOcclusion = value; }
private:
osg::ref_ptr<Shader::ShaderVisitor> createShaderVisitor(const std::string& shaderPrefix = "objects");
osg::ref_ptr<osg::Node> loadErrorMarker();
osg::ref_ptr<osg::Node> cloneErrorMarker();
std::unique_ptr<Shader::ShaderManager> mShaderManager;
bool mForceShaders;
bool mClampLighting;
bool mAutoUseNormalMaps;
std::string mNormalMapPattern;
std::string mNormalHeightMapPattern;
bool mAutoUseSpecularMaps;
std::string mSpecularMapPattern;
bool mApplyLightingToEnvMaps;
SceneUtil::LightingMethod mLightingMethod;
SceneUtil::LightManager::SupportedMethods mSupportedLightingMethods;
bool mConvertAlphaTestToAlphaToCoverage;
bool mAdjustCoverageForAlphaTest;
bool mSupportsNormalsRT;
std::array<osg::ref_ptr<osg::Texture>, 2> mOpaqueDepthTex;
bool mSoftParticles = false;
bool mWeatherParticleOcclusion = false;
osg::ref_ptr<Resource::SharedStateManager> mSharedStateManager;
mutable std::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;
mutable osg::ref_ptr<osg::Node> mErrorMarker;
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SceneManager(const SceneManager&);
void operator=(const SceneManager&);
};
std::string getFileExtension(const std::string& file);
}
#endif