#ifndef OPENMW_MWRENDER_RENDERINGMANAGER_H #define OPENMW_MWRENDER_RENDERINGMANAGER_H #include #include #include #include #include #include "objects.hpp" #include "renderinginterface.hpp" #include "rendermode.hpp" #include #include namespace osg { class Group; class PositionAttitudeTransform; } namespace osgUtil { class IntersectionVisitor; class Intersector; } namespace Resource { class ResourceSystem; } namespace osgViewer { class Viewer; } namespace ESM { struct Cell; struct RefNum; } namespace Terrain { class World; } namespace Fallback { class Map; } namespace SceneUtil { class ShadowManager; class WorkQueue; } namespace DetourNavigator { struct Navigator; struct Settings; } namespace MWRender { class StateUpdater; class SharedUniformStateUpdater; class EffectManager; class ScreenshotManager; class FogManager; class SkyManager; class NpcAnimation; class Pathgrid; class Camera; class ViewOverShoulderController; class Water; class TerrainStorage; class LandManager; class NavMesh; class ActorsPaths; class RecastMesh; class ObjectPaging; class Groundcover; class PostProcessor; class RenderingManager : public MWRender::RenderingInterface { public: RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue, const std::string& resourcePath, DetourNavigator::Navigator& navigator); ~RenderingManager(); osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation(); MWRender::Objects& getObjects() override; Resource::ResourceSystem* getResourceSystem(); SceneUtil::WorkQueue* getWorkQueue(); Terrain::World* getTerrain(); void preloadCommonAssets(); double getReferenceTime() const; osg::Group* getLightRoot(); void setNightEyeFactor(float factor); void setAmbientColour(const osg::Vec4f& colour); void skySetDate(int day, int month); int skyGetMasserPhase() const; int skyGetSecundaPhase() const; void skySetMoonColour(bool red); void setSunDirection(const osg::Vec3f& direction); void setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular); void configureAmbient(const ESM::Cell* cell); void configureFog(const ESM::Cell* cell); void configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f& colour); void addCell(const MWWorld::CellStore* store); void removeCell(const MWWorld::CellStore* store); void enableTerrain(bool enable); void updatePtr(const MWWorld::Ptr& old, const MWWorld::Ptr& updated); void rotateObject(const MWWorld::Ptr& ptr, const osg::Quat& rot); void moveObject(const MWWorld::Ptr& ptr, const osg::Vec3f& pos); void scaleObject(const MWWorld::Ptr& ptr, const osg::Vec3f& scale); void removeObject(const MWWorld::Ptr& ptr); void setWaterEnabled(bool enabled); void setWaterHeight(float level); /// Take a screenshot of w*h onto the given image, not including the GUI. void screenshot(osg::Image* image, int w, int h); bool screenshot360(osg::Image* image); struct RayResult { bool mHit; osg::Vec3f mHitNormalWorld; osg::Vec3f mHitPointWorld; MWWorld::Ptr mHitObject; ESM::RefNum mHitRefnum; float mRatio; }; RayResult castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors=false); /// Return the object under the mouse cursor / crosshair position, given by nX and nY normalized screen coordinates, /// where (0,0) is the top left corner. RayResult castCameraToViewportRay(const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors=false); /// Get the bounding box of the given object in screen coordinates as (minX, minY, maxX, maxY), with (0,0) being the top left corner. osg::Vec4f getScreenBounds(const osg::BoundingBox &worldbb); void setSkyEnabled(bool enabled); bool toggleRenderMode(RenderMode mode); SkyManager* getSkyManager(); void spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale = 1.f, bool isMagicVFX = true); /// Clear all savegame-specific data void clear(); /// Clear all worldspace-specific data void notifyWorldSpaceChanged(); void update(float dt, bool paused); Animation* getAnimation(const MWWorld::Ptr& ptr); const Animation* getAnimation(const MWWorld::ConstPtr& ptr) const; void addWaterRippleEmitter(const MWWorld::Ptr& ptr); void removeWaterRippleEmitter(const MWWorld::Ptr& ptr); void emitWaterRipple(const osg::Vec3f& pos); void updatePlayerPtr(const MWWorld::Ptr &ptr); void removePlayer(const MWWorld::Ptr& player); void setupPlayer(const MWWorld::Ptr& player); void renderPlayer(const MWWorld::Ptr& player); void rebuildPtr(const MWWorld::Ptr& ptr); void processChangedSettings(const Settings::CategorySettingVector& settings); float getNearClipDistance() const; float getTerrainHeightAt(const osg::Vec3f& pos); // camera stuff Camera* getCamera() { return mCamera.get(); } const osg::Vec3f& getCameraPosition() const { return mCurrentCameraPos; } /// temporarily override the field of view with given value. void overrideFieldOfView(float val); /// reset a previous overrideFieldOfView() call, i.e. revert to field of view specified in the settings file. void resetFieldOfView(); osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& object) const; void exportSceneGraph(const MWWorld::Ptr& ptr, const std::string& filename, const std::string& format); LandManager* getLandManager() const; bool toggleBorders(); void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque& path, const osg::Vec3f& halfExtents, const osg::Vec3f& start, const osg::Vec3f& end) const; void removeActorPath(const MWWorld::ConstPtr& actor) const; void setNavMeshNumber(const std::size_t value); void setActiveGrid(const osg::Vec4i &grid); bool pagingEnableObject(int type, const MWWorld::ConstPtr& ptr, bool enabled); void pagingBlacklistObject(int type, const MWWorld::ConstPtr &ptr); bool pagingUnlockCache(); void getPagedRefnums(const osg::Vec4i &activeGrid, std::set &out); void updateProjectionMatrix(); private: void updateTextureFiltering(); void updateAmbient(); void setFogColor(const osg::Vec4f& color); void updateThirdPersonViewMode(); void reportStats() const; void updateNavMesh(); void updateRecastMesh(); osg::ref_ptr getIntersectionVisitor(osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors); osg::ref_ptr mIntersectionVisitor; osg::ref_ptr mViewer; osg::ref_ptr mRootNode; osg::ref_ptr mSceneRoot; Resource::ResourceSystem* mResourceSystem; osg::ref_ptr mWorkQueue; osg::ref_ptr mSunLight; DetourNavigator::Navigator& mNavigator; std::unique_ptr mNavMesh; std::size_t mNavMeshNumber = 0; std::unique_ptr mActorsPaths; std::unique_ptr mRecastMesh; std::unique_ptr mPathgrid; std::unique_ptr mObjects; std::unique_ptr mWater; std::unique_ptr mTerrain; std::unique_ptr mTerrainStorage; std::unique_ptr mObjectPaging; std::unique_ptr mGroundcover; std::unique_ptr mSky; std::unique_ptr mFog; std::unique_ptr mScreenshotManager; std::unique_ptr mEffectManager; std::unique_ptr mShadowManager; osg::ref_ptr mPostProcessor; osg::ref_ptr mPlayerAnimation; osg::ref_ptr mPlayerNode; std::unique_ptr mCamera; std::unique_ptr mViewOverShoulderController; osg::Vec3f mCurrentCameraPos; osg::ref_ptr mStateUpdater; osg::ref_ptr mSharedUniformStateUpdater; osg::Vec4f mAmbientColor; float mMinimumAmbientLuminance; float mNightEyeFactor; float mNearClip; float mViewDistance; bool mFieldOfViewOverridden; float mFieldOfViewOverride; float mFieldOfView; float mFirstPersonFieldOfView; void operator = (const RenderingManager&); RenderingManager(const RenderingManager&); }; } #endif