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openmw/apps/openmw/mwrender/renderingmanager.cpp

1437 lines
54 KiB
C++

#include "renderingmanager.hpp"
#include <limits>
#include <cstdlib>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/Fog>
#include <osg/Material>
#include <osg/PolygonMode>
#include <osg/Group>
#include <osg/UserDataContainer>
#include <osg/ComputeBoundsVisitor>
#include <osg/Depth>
#include <osg/ClipControl>
#include <osgUtil/LineSegmentIntersector>
#include <osgViewer/Viewer>
#include <components/nifosg/nifloader.hpp>
#include <components/debug/debuglog.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/keyframemanager.hpp>
#include <components/shader/removedalphafunc.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/sceneutil/writescene.hpp>
#include <components/sceneutil/shadow.hpp>
#include <components/terrain/terraingrid.hpp>
#include <components/terrain/quadtreeworld.hpp>
#include <components/esm/loadcell.hpp>
#include <components/detournavigator/navigator.hpp>
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwgui/loadingscreen.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "sky.hpp"
#include "effectmanager.hpp"
#include "npcanimation.hpp"
#include "vismask.hpp"
#include "pathgrid.hpp"
#include "camera.hpp"
#include "viewovershoulder.hpp"
#include "water.hpp"
#include "terrainstorage.hpp"
#include "navmesh.hpp"
#include "actorspaths.hpp"
#include "recastmesh.hpp"
#include "fogmanager.hpp"
#include "objectpaging.hpp"
#include "screenshotmanager.hpp"
#include "groundcover.hpp"
#include "postprocessor.hpp"
namespace MWRender
{
class SharedUniformStateUpdater : public SceneUtil::StateSetUpdater
{
public:
SharedUniformStateUpdater(bool usePlayerUniforms)
: mLinearFac(0.f)
, mNear(0.f)
, mFar(0.f)
, mUsePlayerUniforms(usePlayerUniforms)
, mWindSpeed(0.f)
{
}
void setDefaults(osg::StateSet *stateset) override
{
stateset->addUniform(new osg::Uniform("projectionMatrix", osg::Matrixf{}));
stateset->addUniform(new osg::Uniform("linearFac", 0.f));
stateset->addUniform(new osg::Uniform("near", 0.f));
stateset->addUniform(new osg::Uniform("far", 0.f));
if (mUsePlayerUniforms)
{
stateset->addUniform(new osg::Uniform("windSpeed", 0.0f));
stateset->addUniform(new osg::Uniform("playerPos", osg::Vec3f(0.f, 0.f, 0.f)));
}
}
void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override
{
auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
if (uProjectionMatrix)
uProjectionMatrix->set(mProjectionMatrix);
auto* uLinearFac = stateset->getUniform("linearFac");
if (uLinearFac)
uLinearFac->set(mLinearFac);
auto* uNear = stateset->getUniform("near");
if (uNear)
uNear->set(mNear);
auto* uFar = stateset->getUniform("far");
if (uFar)
uFar->set(mFar);
if (mUsePlayerUniforms)
{
auto* windSpeed = stateset->getUniform("windSpeed");
if (windSpeed)
windSpeed->set(mWindSpeed);
auto* playerPos = stateset->getUniform("playerPos");
if (playerPos)
playerPos->set(mPlayerPos);
}
}
void setProjectionMatrix(const osg::Matrixf& projectionMatrix)
{
mProjectionMatrix = projectionMatrix;
}
void setLinearFac(float linearFac)
{
mLinearFac = linearFac;
}
void setNear(float near)
{
mNear = near;
}
void setFar(float far)
{
mFar = far;
}
void setWindSpeed(float windSpeed)
{
mWindSpeed = windSpeed;
}
void setPlayerPos(osg::Vec3f playerPos)
{
mPlayerPos = playerPos;
}
private:
osg::Matrixf mProjectionMatrix;
float mLinearFac;
float mNear;
float mFar;
bool mUsePlayerUniforms;
float mWindSpeed;
osg::Vec3f mPlayerPos;
};
class StateUpdater : public SceneUtil::StateSetUpdater
{
public:
StateUpdater()
: mFogStart(0.f)
, mFogEnd(0.f)
, mWireframe(false)
{
}
void setDefaults(osg::StateSet *stateset) override
{
osg::LightModel* lightModel = new osg::LightModel;
stateset->setAttribute(lightModel, osg::StateAttribute::ON);
osg::Fog* fog = new osg::Fog;
fog->setMode(osg::Fog::LINEAR);
stateset->setAttributeAndModes(fog, osg::StateAttribute::ON);
if (mWireframe)
{
osg::PolygonMode* polygonmode = new osg::PolygonMode;
polygonmode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
stateset->setAttributeAndModes(polygonmode, osg::StateAttribute::ON);
}
else
stateset->removeAttribute(osg::StateAttribute::POLYGONMODE);
}
void apply(osg::StateSet* stateset, osg::NodeVisitor*) override
{
osg::LightModel* lightModel = static_cast<osg::LightModel*>(stateset->getAttribute(osg::StateAttribute::LIGHTMODEL));
lightModel->setAmbientIntensity(mAmbientColor);
osg::Fog* fog = static_cast<osg::Fog*>(stateset->getAttribute(osg::StateAttribute::FOG));
fog->setColor(mFogColor);
fog->setStart(mFogStart);
fog->setEnd(mFogEnd);
}
void setAmbientColor(const osg::Vec4f& col)
{
mAmbientColor = col;
}
void setFogColor(const osg::Vec4f& col)
{
mFogColor = col;
}
void setFogStart(float start)
{
mFogStart = start;
}
void setFogEnd(float end)
{
mFogEnd = end;
}
void setWireframe(bool wireframe)
{
if (mWireframe != wireframe)
{
mWireframe = wireframe;
reset();
}
}
bool getWireframe() const
{
return mWireframe;
}
private:
osg::Vec4f mAmbientColor;
osg::Vec4f mFogColor;
float mFogStart;
float mFogEnd;
bool mWireframe;
};
class PreloadCommonAssetsWorkItem : public SceneUtil::WorkItem
{
public:
PreloadCommonAssetsWorkItem(Resource::ResourceSystem* resourceSystem)
: mResourceSystem(resourceSystem)
{
}
void doWork() override
{
try
{
for (std::vector<std::string>::const_iterator it = mModels.begin(); it != mModels.end(); ++it)
mResourceSystem->getSceneManager()->getTemplate(*it);
for (std::vector<std::string>::const_iterator it = mTextures.begin(); it != mTextures.end(); ++it)
mResourceSystem->getImageManager()->getImage(*it);
for (std::vector<std::string>::const_iterator it = mKeyframes.begin(); it != mKeyframes.end(); ++it)
mResourceSystem->getKeyframeManager()->get(*it);
}
catch (std::exception&)
{
// ignore error (will be shown when these are needed proper)
}
}
std::vector<std::string> mModels;
std::vector<std::string> mTextures;
std::vector<std::string> mKeyframes;
private:
Resource::ResourceSystem* mResourceSystem;
};
RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode,
Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
const std::string& resourcePath, DetourNavigator::Navigator& navigator)
: mViewer(viewer)
, mRootNode(rootNode)
, mResourceSystem(resourceSystem)
, mWorkQueue(workQueue)
, mNavigator(navigator)
, mMinimumAmbientLuminance(0.f)
, mNightEyeFactor(0.f)
// TODO: Near clip should not need to be bounded like this, but too small values break OSG shadow calculations CPU-side.
// See issue: #6072
, mNearClip(std::max(0.005f, Settings::Manager::getFloat("near clip", "Camera")))
, mViewDistance(Settings::Manager::getFloat("viewing distance", "Camera"))
, mFieldOfViewOverridden(false)
, mFieldOfViewOverride(0.f)
, mFieldOfView(std::min(std::max(1.f, Settings::Manager::getFloat("field of view", "Camera")), 179.f))
{
bool reverseZ = SceneUtil::getReverseZ();
if (reverseZ)
Log(Debug::Info) << "Using reverse-z depth buffer";
else
Log(Debug::Info) << "Using standard depth buffer";
auto lightingMethod = SceneUtil::LightManager::getLightingMethodFromString(Settings::Manager::getString("lighting method", "Shaders"));
resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
// Shadows and radial fog have problems with fixed-function mode
bool forceShaders = Settings::Manager::getBool("radial fog", "Shaders")
|| Settings::Manager::getBool("force shaders", "Shaders")
|| Settings::Manager::getBool("enable shadows", "Shadows")
|| lightingMethod != SceneUtil::LightingMethod::FFP
|| reverseZ;
resourceSystem->getSceneManager()->setForceShaders(forceShaders);
// FIXME: calling dummy method because terrain needs to know whether lighting is clamped
resourceSystem->getSceneManager()->setClampLighting(Settings::Manager::getBool("clamp lighting", "Shaders"));
resourceSystem->getSceneManager()->setAutoUseNormalMaps(Settings::Manager::getBool("auto use object normal maps", "Shaders"));
resourceSystem->getSceneManager()->setNormalMapPattern(Settings::Manager::getString("normal map pattern", "Shaders"));
resourceSystem->getSceneManager()->setNormalHeightMapPattern(Settings::Manager::getString("normal height map pattern", "Shaders"));
resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders"));
resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps", "Shaders"));
resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1);
// Let LightManager choose which backend to use based on our hint. For methods besides legacy lighting, this depends on support for various OpenGL extensions.
osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager(lightingMethod == SceneUtil::LightingMethod::FFP);
resourceSystem->getSceneManager()->setLightingMethod(sceneRoot->getLightingMethod());
resourceSystem->getSceneManager()->setSupportedLightingMethods(sceneRoot->getSupportedLightingMethods());
mMinimumAmbientLuminance = std::clamp(Settings::Manager::getFloat("minimum interior brightness", "Shaders"), 0.f, 1.f);
sceneRoot->setLightingMask(Mask_Lighting);
mSceneRoot = sceneRoot;
sceneRoot->setStartLight(1);
sceneRoot->setNodeMask(Mask_Scene);
sceneRoot->setName("Scene Root");
int shadowCastingTraversalMask = Mask_Scene;
if (Settings::Manager::getBool("actor shadows", "Shadows"))
shadowCastingTraversalMask |= Mask_Actor;
if (Settings::Manager::getBool("player shadows", "Shadows"))
shadowCastingTraversalMask |= Mask_Player;
int indoorShadowCastingTraversalMask = shadowCastingTraversalMask;
if (Settings::Manager::getBool("object shadows", "Shadows"))
shadowCastingTraversalMask |= (Mask_Object|Mask_Static);
if (Settings::Manager::getBool("terrain shadows", "Shadows"))
shadowCastingTraversalMask |= Mask_Terrain;
mShadowManager.reset(new SceneUtil::ShadowManager(sceneRoot, mRootNode, shadowCastingTraversalMask, indoorShadowCastingTraversalMask, Mask_Terrain|Mask_Object|Mask_Static, mResourceSystem->getSceneManager()->getShaderManager()));
Shader::ShaderManager::DefineMap shadowDefines = mShadowManager->getShadowDefines();
Shader::ShaderManager::DefineMap lightDefines = sceneRoot->getLightDefines();
Shader::ShaderManager::DefineMap globalDefines = mResourceSystem->getSceneManager()->getShaderManager().getGlobalDefines();
for (auto itr = shadowDefines.begin(); itr != shadowDefines.end(); itr++)
globalDefines[itr->first] = itr->second;
globalDefines["forcePPL"] = Settings::Manager::getBool("force per pixel lighting", "Shaders") ? "1" : "0";
globalDefines["clamp"] = Settings::Manager::getBool("clamp lighting", "Shaders") ? "1" : "0";
globalDefines["preLightEnv"] = Settings::Manager::getBool("apply lighting to environment maps", "Shaders") ? "1" : "0";
globalDefines["radialFog"] = Settings::Manager::getBool("radial fog", "Shaders") ? "1" : "0";
globalDefines["useGPUShader4"] = "0";
for (auto itr = lightDefines.begin(); itr != lightDefines.end(); itr++)
globalDefines[itr->first] = itr->second;
// Refactor this at some point - most shaders don't care about these defines
float groundcoverDistance = std::max(0.f, Settings::Manager::getFloat("rendering distance", "Groundcover"));
globalDefines["groundcoverFadeStart"] = std::to_string(groundcoverDistance * 0.9f);
globalDefines["groundcoverFadeEnd"] = std::to_string(groundcoverDistance);
globalDefines["groundcoverStompMode"] = std::to_string(std::clamp(Settings::Manager::getInt("stomp mode", "Groundcover"), 0, 2));
globalDefines["groundcoverStompIntensity"] = std::to_string(std::clamp(Settings::Manager::getInt("stomp intensity", "Groundcover"), 0, 2));
globalDefines["reverseZ"] = reverseZ ? "1" : "0";
// It is unnecessary to stop/start the viewer as no frames are being rendered yet.
mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(globalDefines);
mNavMesh.reset(new NavMesh(mRootNode, Settings::Manager::getBool("enable nav mesh render", "Navigator")));
mActorsPaths.reset(new ActorsPaths(mRootNode, Settings::Manager::getBool("enable agents paths render", "Navigator")));
mRecastMesh.reset(new RecastMesh(mRootNode, Settings::Manager::getBool("enable recast mesh render", "Navigator")));
mPathgrid.reset(new Pathgrid(mRootNode));
mObjects.reset(new Objects(mResourceSystem, sceneRoot));
if (getenv("OPENMW_DONT_PRECOMPILE") == nullptr)
{
mViewer->setIncrementalCompileOperation(new osgUtil::IncrementalCompileOperation);
mViewer->getIncrementalCompileOperation()->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
}
mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem));
const std::string normalMapPattern = Settings::Manager::getString("normal map pattern", "Shaders");
const std::string heightMapPattern = Settings::Manager::getString("normal height map pattern", "Shaders");
const std::string specularMapPattern = Settings::Manager::getString("terrain specular map pattern", "Shaders");
const bool useTerrainNormalMaps = Settings::Manager::getBool("auto use terrain normal maps", "Shaders");
const bool useTerrainSpecularMaps = Settings::Manager::getBool("auto use terrain specular maps", "Shaders");
mTerrainStorage.reset(new TerrainStorage(mResourceSystem, normalMapPattern, heightMapPattern, useTerrainNormalMaps, specularMapPattern, useTerrainSpecularMaps));
const float lodFactor = Settings::Manager::getFloat("lod factor", "Terrain");
bool groundcover = Settings::Manager::getBool("enabled", "Groundcover");
bool distantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
if (distantTerrain || groundcover)
{
const int compMapResolution = Settings::Manager::getInt("composite map resolution", "Terrain");
int compMapPower = Settings::Manager::getInt("composite map level", "Terrain");
compMapPower = std::max(-3, compMapPower);
float compMapLevel = pow(2, compMapPower);
const int vertexLodMod = Settings::Manager::getInt("vertex lod mod", "Terrain");
float maxCompGeometrySize = Settings::Manager::getFloat("max composite geometry size", "Terrain");
maxCompGeometrySize = std::max(maxCompGeometrySize, 1.f);
bool debugChunks = Settings::Manager::getBool("debug chunks", "Terrain");
mTerrain.reset(new Terrain::QuadTreeWorld(
sceneRoot, mRootNode, mResourceSystem, mTerrainStorage.get(), Mask_Terrain, Mask_PreCompile, Mask_Debug,
compMapResolution, compMapLevel, lodFactor, vertexLodMod, maxCompGeometrySize, debugChunks));
if (Settings::Manager::getBool("object paging", "Terrain"))
{
mObjectPaging.reset(new ObjectPaging(mResourceSystem->getSceneManager()));
static_cast<Terrain::QuadTreeWorld*>(mTerrain.get())->addChunkManager(mObjectPaging.get());
mResourceSystem->addResourceManager(mObjectPaging.get());
}
}
else
mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage.get(), Mask_Terrain, Mask_PreCompile, Mask_Debug));
mTerrain->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
if (groundcover)
{
float density = Settings::Manager::getFloat("density", "Groundcover");
density = std::clamp(density, 0.f, 1.f);
mGroundcover.reset(new Groundcover(mResourceSystem->getSceneManager(), density));
static_cast<Terrain::QuadTreeWorld*>(mTerrain.get())->addChunkManager(mGroundcover.get());
mResourceSystem->addResourceManager(mGroundcover.get());
mGroundcover->setViewDistance(groundcoverDistance);
}
mStateUpdater = new StateUpdater;
sceneRoot->addUpdateCallback(mStateUpdater);
mSharedUniformStateUpdater = new SharedUniformStateUpdater(groundcover);
rootNode->addUpdateCallback(mSharedUniformStateUpdater);
mPostProcessor = new PostProcessor(*this, viewer, mRootNode);
resourceSystem->getSceneManager()->setDepthFormat(mPostProcessor->getDepthFormat());
if (reverseZ && !SceneUtil::isFloatingPointDepthFormat(mPostProcessor->getDepthFormat()))
Log(Debug::Warning) << "Floating point depth format not in use but reverse-z buffer is enabled, consider disabling it.";
// water goes after terrain for correct waterculling order
mWater.reset(new Water(sceneRoot->getParent(0), sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
mCamera.reset(new Camera(mViewer->getCamera()));
if (Settings::Manager::getBool("view over shoulder", "Camera"))
mViewOverShoulderController.reset(new ViewOverShoulderController(mCamera.get()));
mScreenshotManager.reset(new ScreenshotManager(viewer, mRootNode, sceneRoot, mResourceSystem, mWater.get()));
mViewer->setLightingMode(osgViewer::View::NO_LIGHT);
osg::ref_ptr<osg::LightSource> source = new osg::LightSource;
source->setNodeMask(Mask_Lighting);
mSunLight = new osg::Light;
source->setLight(mSunLight);
mSunLight->setDiffuse(osg::Vec4f(0,0,0,1));
mSunLight->setAmbient(osg::Vec4f(0,0,0,1));
mSunLight->setSpecular(osg::Vec4f(0,0,0,0));
mSunLight->setConstantAttenuation(1.f);
sceneRoot->setSunlight(mSunLight);
sceneRoot->addChild(source);
sceneRoot->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
sceneRoot->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
sceneRoot->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
osg::ref_ptr<osg::Material> defaultMat (new osg::Material);
defaultMat->setColorMode(osg::Material::OFF);
defaultMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
defaultMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
defaultMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
sceneRoot->getOrCreateStateSet()->setAttribute(defaultMat);
sceneRoot->getOrCreateStateSet()->addUniform(new osg::Uniform("emissiveMult", 1.f));
mFog.reset(new FogManager());
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
mSky->setCamera(mViewer->getCamera());
source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON);
osg::Camera::CullingMode cullingMode = osg::Camera::DEFAULT_CULLING|osg::Camera::FAR_PLANE_CULLING;
if (!Settings::Manager::getBool("small feature culling", "Camera"))
cullingMode &= ~(osg::CullStack::SMALL_FEATURE_CULLING);
else
{
mViewer->getCamera()->setSmallFeatureCullingPixelSize(Settings::Manager::getFloat("small feature culling pixel size", "Camera"));
cullingMode |= osg::CullStack::SMALL_FEATURE_CULLING;
}
mViewer->getCamera()->setCullingMode( cullingMode );
mViewer->getCamera()->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
mViewer->getCamera()->setCullingMode(cullingMode);
mViewer->getCamera()->setCullMask(~(Mask_UpdateVisitor|Mask_SimpleWater));
NifOsg::Loader::setHiddenNodeMask(Mask_UpdateVisitor);
NifOsg::Loader::setIntersectionDisabledNodeMask(Mask_Effect);
Nif::NIFFile::setLoadUnsupportedFiles(Settings::Manager::getBool("load unsupported nif files", "Models"));
float firstPersonFov = Settings::Manager::getFloat("first person field of view", "Camera");
mFirstPersonFieldOfView = std::min(std::max(1.f, firstPersonFov), 179.f);
mStateUpdater->setFogEnd(mViewDistance);
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
// Hopefully, anything genuinely requiring the default alpha func of GL_ALWAYS explicitly sets it
mRootNode->getOrCreateStateSet()->setAttribute(Shader::RemovedAlphaFunc::getInstance(GL_ALWAYS));
// The transparent renderbin sets alpha testing on because that was faster on old GPUs. It's now slower and breaks things.
mRootNode->getOrCreateStateSet()->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
if (reverseZ)
{
osg::ref_ptr<osg::ClipControl> clipcontrol = new osg::ClipControl(osg::ClipControl::LOWER_LEFT, osg::ClipControl::ZERO_TO_ONE);
mRootNode->getOrCreateStateSet()->setAttributeAndModes(SceneUtil::createDepth(), osg::StateAttribute::ON);
mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON);
}
SceneUtil::setCameraClearDepth(mViewer->getCamera());
updateProjectionMatrix();
}
RenderingManager::~RenderingManager()
{
// let background loading thread finish before we delete anything else
mWorkQueue = nullptr;
}
osgUtil::IncrementalCompileOperation* RenderingManager::getIncrementalCompileOperation()
{
return mViewer->getIncrementalCompileOperation();
}
MWRender::Objects& RenderingManager::getObjects()
{
return *mObjects.get();
}
Resource::ResourceSystem* RenderingManager::getResourceSystem()
{
return mResourceSystem;
}
SceneUtil::WorkQueue* RenderingManager::getWorkQueue()
{
return mWorkQueue.get();
}
Terrain::World* RenderingManager::getTerrain()
{
return mTerrain.get();
}
void RenderingManager::preloadCommonAssets()
{
osg::ref_ptr<PreloadCommonAssetsWorkItem> workItem (new PreloadCommonAssetsWorkItem(mResourceSystem));
mSky->listAssetsToPreload(workItem->mModels, workItem->mTextures);
mWater->listAssetsToPreload(workItem->mTextures);
workItem->mModels.push_back(Settings::Manager::getString("xbaseanim", "Models"));
workItem->mModels.push_back(Settings::Manager::getString("xbaseanim1st", "Models"));
workItem->mModels.push_back(Settings::Manager::getString("xbaseanimfemale", "Models"));
workItem->mModels.push_back(Settings::Manager::getString("xargonianswimkna", "Models"));
workItem->mKeyframes.push_back(Settings::Manager::getString("xbaseanimkf", "Models"));
workItem->mKeyframes.push_back(Settings::Manager::getString("xbaseanim1stkf", "Models"));
workItem->mKeyframes.push_back(Settings::Manager::getString("xbaseanimfemalekf", "Models"));
workItem->mKeyframes.push_back(Settings::Manager::getString("xargonianswimknakf", "Models"));
workItem->mTextures.emplace_back("textures/_land_default.dds");
mWorkQueue->addWorkItem(std::move(workItem));
}
double RenderingManager::getReferenceTime() const
{
return mViewer->getFrameStamp()->getReferenceTime();
}
osg::Group* RenderingManager::getLightRoot()
{
return mSceneRoot.get();
}
void RenderingManager::setNightEyeFactor(float factor)
{
if (factor != mNightEyeFactor)
{
mNightEyeFactor = factor;
updateAmbient();
}
}
void RenderingManager::setAmbientColour(const osg::Vec4f &colour)
{
mAmbientColor = colour;
updateAmbient();
}
void RenderingManager::skySetDate(int day, int month)
{
mSky->setDate(day, month);
}
int RenderingManager::skyGetMasserPhase() const
{
return mSky->getMasserPhase();
}
int RenderingManager::skyGetSecundaPhase() const
{
return mSky->getSecundaPhase();
}
void RenderingManager::skySetMoonColour(bool red)
{
mSky->setMoonColour(red);
}
void RenderingManager::configureAmbient(const ESM::Cell *cell)
{
bool needsAdjusting = false;
if (mResourceSystem->getSceneManager()->getLightingMethod() != SceneUtil::LightingMethod::FFP)
needsAdjusting = !cell->isExterior() && !(cell->mData.mFlags & ESM::Cell::QuasiEx);
auto ambient = SceneUtil::colourFromRGB(cell->mAmbi.mAmbient);
if (needsAdjusting)
{
constexpr float pR = 0.2126;
constexpr float pG = 0.7152;
constexpr float pB = 0.0722;
// we already work in linear RGB so no conversions are needed for the luminosity function
float relativeLuminance = pR*ambient.r() + pG*ambient.g() + pB*ambient.b();
if (relativeLuminance < mMinimumAmbientLuminance)
{
// brighten ambient so it reaches the minimum threshold but no more, we want to mess with content data as least we can
float targetBrightnessIncreaseFactor = mMinimumAmbientLuminance / relativeLuminance;
if (ambient.r() == 0.f && ambient.g() == 0.f && ambient.b() == 0.f)
ambient = osg::Vec4(mMinimumAmbientLuminance, mMinimumAmbientLuminance, mMinimumAmbientLuminance, ambient.a());
else
ambient *= targetBrightnessIncreaseFactor;
}
}
setAmbientColour(ambient);
osg::Vec4f diffuse = SceneUtil::colourFromRGB(cell->mAmbi.mSunlight);
mSunLight->setDiffuse(diffuse);
mSunLight->setSpecular(diffuse);
mSunLight->setPosition(osg::Vec4f(-0.15f, 0.15f, 1.f, 0.f));
}
void RenderingManager::setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular)
{
// need to wrap this in a StateUpdater?
mSunLight->setDiffuse(diffuse);
mSunLight->setSpecular(specular);
}
void RenderingManager::setSunDirection(const osg::Vec3f &direction)
{
osg::Vec3 position = direction * -1;
// need to wrap this in a StateUpdater?
mSunLight->setPosition(osg::Vec4(position.x(), position.y(), position.z(), 0));
mSky->setSunDirection(position);
}
void RenderingManager::addCell(const MWWorld::CellStore *store)
{
mPathgrid->addCell(store);
mWater->changeCell(store);
if (store->getCell()->isExterior())
{
mTerrain->loadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
}
}
void RenderingManager::removeCell(const MWWorld::CellStore *store)
{
mPathgrid->removeCell(store);
mActorsPaths->removeCell(store);
mObjects->removeCell(store);
if (store->getCell()->isExterior())
{
mTerrain->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
}
mWater->removeCell(store);
}
void RenderingManager::enableTerrain(bool enable)
{
if (!enable)
mWater->setCullCallback(nullptr);
mTerrain->enable(enable);
}
void RenderingManager::setSkyEnabled(bool enabled)
{
mSky->setEnabled(enabled);
if (enabled)
mShadowManager->enableOutdoorMode();
else
mShadowManager->enableIndoorMode();
}
bool RenderingManager::toggleBorders()
{
bool borders = !mTerrain->getBordersVisible();
mTerrain->setBordersVisible(borders);
return borders;
}
bool RenderingManager::toggleRenderMode(RenderMode mode)
{
if (mode == Render_CollisionDebug || mode == Render_Pathgrid)
return mPathgrid->toggleRenderMode(mode);
else if (mode == Render_Wireframe)
{
bool wireframe = !mStateUpdater->getWireframe();
mStateUpdater->setWireframe(wireframe);
return wireframe;
}
else if (mode == Render_Water)
{
return mWater->toggle();
}
else if (mode == Render_Scene)
{
unsigned int mask = mViewer->getCamera()->getCullMask();
bool enabled = mask&Mask_Scene;
enabled = !enabled;
if (enabled)
mask |= Mask_Scene;
else
mask &= ~Mask_Scene;
mViewer->getCamera()->setCullMask(mask);
return enabled;
}
else if (mode == Render_NavMesh)
{
return mNavMesh->toggle();
}
else if (mode == Render_ActorsPaths)
{
return mActorsPaths->toggle();
}
else if (mode == Render_RecastMesh)
{
return mRecastMesh->toggle();
}
return false;
}
void RenderingManager::configureFog(const ESM::Cell *cell)
{
mFog->configure(mViewDistance, cell);
}
void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
{
mFog->configure(mViewDistance, fogDepth, underwaterFog, dlFactor, dlOffset, color);
}
SkyManager* RenderingManager::getSkyManager()
{
return mSky.get();
}
void RenderingManager::update(float dt, bool paused)
{
reportStats();
float rainIntensity = mSky->getPrecipitationAlpha();
mWater->setRainIntensity(rainIntensity);
if (!paused)
{
mEffectManager->update(dt);
mSky->update(dt);
mWater->update(dt);
const MWWorld::Ptr& player = mPlayerAnimation->getPtr();
osg::Vec3f playerPos(player.getRefData().getPosition().asVec3());
float windSpeed = mSky->getBaseWindSpeed();
mSharedUniformStateUpdater->setWindSpeed(windSpeed);
mSharedUniformStateUpdater->setPlayerPos(playerPos);
}
updateNavMesh();
updateRecastMesh();
if (mViewOverShoulderController)
mViewOverShoulderController->update();
mCamera->update(dt, paused);
osg::Vec3d focal, cameraPos;
mCamera->getPosition(focal, cameraPos);
mCurrentCameraPos = cameraPos;
bool isUnderwater = mWater->isUnderwater(cameraPos);
mStateUpdater->setFogStart(mFog->getFogStart(isUnderwater));
mStateUpdater->setFogEnd(mFog->getFogEnd(isUnderwater));
setFogColor(mFog->getFogColor(isUnderwater));
}
void RenderingManager::updatePlayerPtr(const MWWorld::Ptr &ptr)
{
if(mPlayerAnimation.get())
{
setupPlayer(ptr);
mPlayerAnimation->updatePtr(ptr);
}
mCamera->attachTo(ptr);
}
void RenderingManager::removePlayer(const MWWorld::Ptr &player)
{
mWater->removeEmitter(player);
}
void RenderingManager::rotateObject(const MWWorld::Ptr &ptr, const osg::Quat& rot)
{
if(ptr == mCamera->getTrackingPtr() &&
!mCamera->isVanityOrPreviewModeEnabled())
{
mCamera->rotateCameraToTrackingPtr();
}
ptr.getRefData().getBaseNode()->setAttitude(rot);
}
void RenderingManager::moveObject(const MWWorld::Ptr &ptr, const osg::Vec3f &pos)
{
ptr.getRefData().getBaseNode()->setPosition(pos);
}
void RenderingManager::scaleObject(const MWWorld::Ptr &ptr, const osg::Vec3f &scale)
{
ptr.getRefData().getBaseNode()->setScale(scale);
if (ptr == mCamera->getTrackingPtr()) // update height of camera
mCamera->processViewChange();
}
void RenderingManager::removeObject(const MWWorld::Ptr &ptr)
{
mActorsPaths->remove(ptr);
mObjects->removeObject(ptr);
mWater->removeEmitter(ptr);
}
void RenderingManager::setWaterEnabled(bool enabled)
{
mWater->setEnabled(enabled);
mSky->setWaterEnabled(enabled);
}
void RenderingManager::setWaterHeight(float height)
{
mWater->setCullCallback(mTerrain->getHeightCullCallback(height, Mask_Water));
mWater->setHeight(height);
mSky->setWaterHeight(height);
}
void RenderingManager::screenshot(osg::Image* image, int w, int h)
{
mScreenshotManager->screenshot(image, w, h);
}
bool RenderingManager::screenshot360(osg::Image* image)
{
if (mCamera->isVanityOrPreviewModeEnabled())
{
Log(Debug::Warning) << "Spherical screenshots are not allowed in preview mode.";
return false;
}
unsigned int maskBackup = mPlayerAnimation->getObjectRoot()->getNodeMask();
if (mCamera->isFirstPerson())
mPlayerAnimation->getObjectRoot()->setNodeMask(0);
mScreenshotManager->screenshot360(image);
mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
return true;
}
osg::Vec4f RenderingManager::getScreenBounds(const osg::BoundingBox &worldbb)
{
if (!worldbb.valid()) return osg::Vec4f();
osg::Matrix viewProj = mViewer->getCamera()->getViewMatrix() * mViewer->getCamera()->getProjectionMatrix();
float min_x = 1.0f, max_x = 0.0f, min_y = 1.0f, max_y = 0.0f;
for (int i=0; i<8; ++i)
{
osg::Vec3f corner = worldbb.corner(i);
corner = corner * viewProj;
float x = (corner.x() + 1.f) * 0.5f;
float y = (corner.y() - 1.f) * (-0.5f);
if (x < min_x)
min_x = x;
if (x > max_x)
max_x = x;
if (y < min_y)
min_y = y;
if (y > max_y)
max_y = y;
}
return osg::Vec4f(min_x, min_y, max_x, max_y);
}
RenderingManager::RayResult getIntersectionResult (osgUtil::LineSegmentIntersector* intersector)
{
RenderingManager::RayResult result;
result.mHit = false;
result.mHitRefnum.unset();
result.mRatio = 0;
if (intersector->containsIntersections())
{
result.mHit = true;
osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection();
result.mHitPointWorld = intersection.getWorldIntersectPoint();
result.mHitNormalWorld = intersection.getWorldIntersectNormal();
result.mRatio = intersection.ratio;
PtrHolder* ptrHolder = nullptr;
std::vector<RefnumMarker*> refnumMarkers;
for (osg::NodePath::const_iterator it = intersection.nodePath.begin(); it != intersection.nodePath.end(); ++it)
{
osg::UserDataContainer* userDataContainer = (*it)->getUserDataContainer();
if (!userDataContainer)
continue;
for (unsigned int i=0; i<userDataContainer->getNumUserObjects(); ++i)
{
if (PtrHolder* p = dynamic_cast<PtrHolder*>(userDataContainer->getUserObject(i)))
ptrHolder = p;
if (RefnumMarker* r = dynamic_cast<RefnumMarker*>(userDataContainer->getUserObject(i)))
refnumMarkers.push_back(r);
}
}
if (ptrHolder)
result.mHitObject = ptrHolder->mPtr;
unsigned int vertexCounter = 0;
for (unsigned int i=0; i<refnumMarkers.size(); ++i)
{
unsigned int intersectionIndex = intersection.indexList.empty() ? 0 : intersection.indexList[0];
if (!refnumMarkers[i]->mNumVertices || (intersectionIndex >= vertexCounter && intersectionIndex < vertexCounter + refnumMarkers[i]->mNumVertices))
{
result.mHitRefnum = refnumMarkers[i]->mRefnum;
break;
}
vertexCounter += refnumMarkers[i]->mNumVertices;
}
}
return result;
}
osg::ref_ptr<osgUtil::IntersectionVisitor> RenderingManager::getIntersectionVisitor(osgUtil::Intersector *intersector, bool ignorePlayer, bool ignoreActors)
{
if (!mIntersectionVisitor)
mIntersectionVisitor = new osgUtil::IntersectionVisitor;
mIntersectionVisitor->setTraversalNumber(mViewer->getFrameStamp()->getFrameNumber());
mIntersectionVisitor->setFrameStamp(mViewer->getFrameStamp());
mIntersectionVisitor->setIntersector(intersector);
unsigned int mask = ~0u;
mask &= ~(Mask_RenderToTexture|Mask_Sky|Mask_Debug|Mask_Effect|Mask_Water|Mask_SimpleWater|Mask_Groundcover);
if (ignorePlayer)
mask &= ~(Mask_Player);
if (ignoreActors)
mask &= ~(Mask_Actor|Mask_Player);
mIntersectionVisitor->setTraversalMask(mask);
return mIntersectionVisitor;
}
RenderingManager::RayResult RenderingManager::castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors)
{
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::MODEL,
origin, dest));
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
mRootNode->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
return getIntersectionResult(intersector);
}
RenderingManager::RayResult RenderingManager::castCameraToViewportRay(const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors)
{
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::PROJECTION,
nX * 2.f - 1.f, nY * (-2.f) + 1.f));
osg::Vec3d dist (0.f, 0.f, -maxDistance);
dist = dist * mViewer->getCamera()->getProjectionMatrix();
osg::Vec3d end = intersector->getEnd();
end.z() = dist.z();
intersector->setEnd(end);
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
mViewer->getCamera()->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
return getIntersectionResult(intersector);
}
void RenderingManager::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated)
{
mObjects->updatePtr(old, updated);
mActorsPaths->updatePtr(old, updated);
}
void RenderingManager::spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale, bool isMagicVFX)
{
mEffectManager->addEffect(model, texture, worldPosition, scale, isMagicVFX);
}
void RenderingManager::notifyWorldSpaceChanged()
{
mEffectManager->clear();
mWater->clearRipples();
}
void RenderingManager::clear()
{
mSky->setMoonColour(false);
notifyWorldSpaceChanged();
if (mObjectPaging)
mObjectPaging->clear();
}
MWRender::Animation* RenderingManager::getAnimation(const MWWorld::Ptr &ptr)
{
if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr())
return mPlayerAnimation.get();
return mObjects->getAnimation(ptr);
}
const MWRender::Animation* RenderingManager::getAnimation(const MWWorld::ConstPtr &ptr) const
{
if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr())
return mPlayerAnimation.get();
return mObjects->getAnimation(ptr);
}
void RenderingManager::setupPlayer(const MWWorld::Ptr &player)
{
if (!mPlayerNode)
{
mPlayerNode = new SceneUtil::PositionAttitudeTransform;
mPlayerNode->setNodeMask(Mask_Player);
mPlayerNode->setName("Player Root");
mSceneRoot->addChild(mPlayerNode);
}
mPlayerNode->setUserDataContainer(new osg::DefaultUserDataContainer);
mPlayerNode->getUserDataContainer()->addUserObject(new PtrHolder(player));
player.getRefData().setBaseNode(mPlayerNode);
mWater->removeEmitter(player);
mWater->addEmitter(player);
}
void RenderingManager::renderPlayer(const MWWorld::Ptr &player)
{
mPlayerAnimation = new NpcAnimation(player, player.getRefData().getBaseNode(), mResourceSystem, 0, NpcAnimation::VM_Normal,
mFirstPersonFieldOfView);
mCamera->setAnimation(mPlayerAnimation.get());
mCamera->attachTo(player);
}
void RenderingManager::rebuildPtr(const MWWorld::Ptr &ptr)
{
NpcAnimation *anim = nullptr;
if(ptr == mPlayerAnimation->getPtr())
anim = mPlayerAnimation.get();
else
anim = dynamic_cast<NpcAnimation*>(mObjects->getAnimation(ptr));
if(anim)
{
anim->rebuild();
if(mCamera->getTrackingPtr() == ptr)
{
mCamera->attachTo(ptr);
mCamera->setAnimation(anim);
}
}
}
void RenderingManager::addWaterRippleEmitter(const MWWorld::Ptr &ptr)
{
mWater->addEmitter(ptr);
}
void RenderingManager::removeWaterRippleEmitter(const MWWorld::Ptr &ptr)
{
mWater->removeEmitter(ptr);
}
void RenderingManager::emitWaterRipple(const osg::Vec3f &pos)
{
mWater->emitRipple(pos);
}
void RenderingManager::updateProjectionMatrix()
{
double aspect = mViewer->getCamera()->getViewport()->aspectRatio();
float fov = mFieldOfView;
if (mFieldOfViewOverridden)
fov = mFieldOfViewOverride;
mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
if (SceneUtil::getReverseZ())
{
mSharedUniformStateUpdater->setLinearFac(-mNearClip / (mViewDistance - mNearClip) - 1.f);
mSharedUniformStateUpdater->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance));
}
else
mSharedUniformStateUpdater->setProjectionMatrix(mViewer->getCamera()->getProjectionMatrix());
mSharedUniformStateUpdater->setNear(mNearClip);
mSharedUniformStateUpdater->setFar(mViewDistance);
// Since our fog is not radial yet, we should take FOV in account, otherwise terrain near viewing distance may disappear.
// Limit FOV here just for sure, otherwise viewing distance can be too high.
fov = std::min(mFieldOfView, 140.f);
float distanceMult = std::cos(osg::DegreesToRadians(fov)/2.f);
mTerrain->setViewDistance(mViewDistance * (distanceMult ? 1.f/distanceMult : 1.f));
}
void RenderingManager::updateTextureFiltering()
{
mViewer->stopThreading();
mResourceSystem->getSceneManager()->setFilterSettings(
Settings::Manager::getString("texture mag filter", "General"),
Settings::Manager::getString("texture min filter", "General"),
Settings::Manager::getString("texture mipmap", "General"),
Settings::Manager::getInt("anisotropy", "General")
);
mTerrain->updateTextureFiltering();
mViewer->startThreading();
}
void RenderingManager::updateAmbient()
{
osg::Vec4f color = mAmbientColor;
if (mNightEyeFactor > 0.f)
color += osg::Vec4f(0.7, 0.7, 0.7, 0.0) * mNightEyeFactor;
mStateUpdater->setAmbientColor(color);
}
void RenderingManager::setFogColor(const osg::Vec4f &color)
{
mViewer->getCamera()->setClearColor(color);
mStateUpdater->setFogColor(color);
}
void RenderingManager::reportStats() const
{
osg::Stats* stats = mViewer->getViewerStats();
unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber();
if (stats->collectStats("resource"))
{
mTerrain->reportStats(frameNumber, stats);
}
}
void RenderingManager::processChangedSettings(const Settings::CategorySettingVector &changed)
{
for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
{
if (it->first == "Camera" && it->second == "field of view")
{
mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
updateProjectionMatrix();
}
else if (it->first == "Camera" && it->second == "viewing distance")
{
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
if(!Settings::Manager::getBool("use distant fog", "Fog"))
mStateUpdater->setFogEnd(mViewDistance);
updateProjectionMatrix();
}
else if (it->first == "General" && (it->second == "texture filter" ||
it->second == "texture mipmap" ||
it->second == "anisotropy"))
{
updateTextureFiltering();
}
else if (it->first == "Water")
{
mWater->processChangedSettings(changed);
}
else if (it->first == "Shaders" && it->second == "minimum interior brightness")
{
mMinimumAmbientLuminance = std::clamp(Settings::Manager::getFloat("minimum interior brightness", "Shaders"), 0.f, 1.f);
if (MWMechanics::getPlayer().isInCell())
configureAmbient(MWMechanics::getPlayer().getCell()->getCell());
}
else if (it->first == "Shaders" && (it->second == "light bounds multiplier" ||
it->second == "maximum light distance" ||
it->second == "light fade start" ||
it->second == "max lights"))
{
auto* lightManager = static_cast<SceneUtil::LightManager*>(getLightRoot());
lightManager->processChangedSettings(changed);
if (it->second == "max lights" && !lightManager->usingFFP())
{
mViewer->stopThreading();
lightManager->updateMaxLights();
auto defines = mResourceSystem->getSceneManager()->getShaderManager().getGlobalDefines();
for (const auto& [name, key] : lightManager->getLightDefines())
defines[name] = key;
mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(defines);
mStateUpdater->reset();
mViewer->startThreading();
}
}
}
}
float RenderingManager::getNearClipDistance() const
{
return mNearClip;
}
float RenderingManager::getTerrainHeightAt(const osg::Vec3f &pos)
{
return mTerrain->getHeightAt(pos);
}
void RenderingManager::overrideFieldOfView(float val)
{
if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)
{
mFieldOfViewOverridden = true;
mFieldOfViewOverride = val;
updateProjectionMatrix();
}
}
osg::Vec3f RenderingManager::getHalfExtents(const MWWorld::ConstPtr& object) const
{
osg::Vec3f halfExtents(0, 0, 0);
std::string modelName = object.getClass().getModel(object);
if (modelName.empty())
return halfExtents;
osg::ref_ptr<const osg::Node> node = mResourceSystem->getSceneManager()->getTemplate(modelName);
osg::ComputeBoundsVisitor computeBoundsVisitor;
computeBoundsVisitor.setTraversalMask(~(MWRender::Mask_ParticleSystem|MWRender::Mask_Effect));
const_cast<osg::Node*>(node.get())->accept(computeBoundsVisitor);
osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox();
if (bounds.valid())
{
halfExtents[0] = std::abs(bounds.xMax() - bounds.xMin()) / 2.f;
halfExtents[1] = std::abs(bounds.yMax() - bounds.yMin()) / 2.f;
halfExtents[2] = std::abs(bounds.zMax() - bounds.zMin()) / 2.f;
}
return halfExtents;
}
void RenderingManager::resetFieldOfView()
{
if (mFieldOfViewOverridden == true)
{
mFieldOfViewOverridden = false;
updateProjectionMatrix();
}
}
void RenderingManager::exportSceneGraph(const MWWorld::Ptr &ptr, const std::string &filename, const std::string &format)
{
osg::Node* node = mViewer->getSceneData();
if (!ptr.isEmpty())
node = ptr.getRefData().getBaseNode();
SceneUtil::writeScene(node, filename, format);
}
LandManager *RenderingManager::getLandManager() const
{
return mTerrainStorage->getLandManager();
}
void RenderingManager::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
const osg::Vec3f& halfExtents, const osg::Vec3f& start, const osg::Vec3f& end) const
{
mActorsPaths->update(actor, path, halfExtents, start, end, mNavigator.getSettings());
}
void RenderingManager::removeActorPath(const MWWorld::ConstPtr& actor) const
{
mActorsPaths->remove(actor);
}
void RenderingManager::setNavMeshNumber(const std::size_t value)
{
mNavMeshNumber = value;
}
void RenderingManager::updateNavMesh()
{
if (!mNavMesh->isEnabled())
return;
const auto navMeshes = mNavigator.getNavMeshes();
auto it = navMeshes.begin();
for (std::size_t i = 0; it != navMeshes.end() && i < mNavMeshNumber; ++i)
++it;
if (it == navMeshes.end())
{
mNavMesh->reset();
}
else
{
try
{
const auto locked = it->second->lockConst();
mNavMesh->update(locked->getImpl(), mNavMeshNumber, locked->getGeneration(),
locked->getNavMeshRevision(), mNavigator.getSettings());
}
catch (const std::exception& e)
{
Log(Debug::Error) << "NavMesh render update exception: " << e.what();
}
}
}
void RenderingManager::updateRecastMesh()
{
if (!mRecastMesh->isEnabled())
return;
mRecastMesh->update(mNavigator.getRecastMeshTiles(), mNavigator.getSettings());
}
void RenderingManager::setActiveGrid(const osg::Vec4i &grid)
{
mTerrain->setActiveGrid(grid);
}
bool RenderingManager::pagingEnableObject(int type, const MWWorld::ConstPtr& ptr, bool enabled)
{
if (!ptr.isInCell() || !ptr.getCell()->isExterior() || !mObjectPaging)
return false;
if (mObjectPaging->enableObject(type, ptr.getCellRef().getRefNum(), ptr.getCellRef().getPosition().asVec3(), osg::Vec2i(ptr.getCell()->getCell()->getGridX(), ptr.getCell()->getCell()->getGridY()), enabled))
{
mTerrain->rebuildViews();
return true;
}
return false;
}
void RenderingManager::pagingBlacklistObject(int type, const MWWorld::ConstPtr &ptr)
{
if (!ptr.isInCell() || !ptr.getCell()->isExterior() || !mObjectPaging)
return;
const ESM::RefNum & refnum = ptr.getCellRef().getRefNum();
if (!refnum.hasContentFile()) return;
if (mObjectPaging->blacklistObject(type, refnum, ptr.getCellRef().getPosition().asVec3(), osg::Vec2i(ptr.getCell()->getCell()->getGridX(), ptr.getCell()->getCell()->getGridY())))
mTerrain->rebuildViews();
}
bool RenderingManager::pagingUnlockCache()
{
if (mObjectPaging && mObjectPaging->unlockCache())
{
mTerrain->rebuildViews();
return true;
}
return false;
}
void RenderingManager::getPagedRefnums(const osg::Vec4i &activeGrid, std::set<ESM::RefNum> &out)
{
if (mObjectPaging)
mObjectPaging->getPagedRefnums(activeGrid, out);
}
}