#ifndef _GAME_RENDERING_MANAGER_H #define _GAME_RENDERING_MANAGER_H #include "sky.hpp" #include "debugging.hpp" #include "../mwworld/class.hpp" #include #include #include #include #include #include "../mwworld/ptr.hpp" #include #include "renderinginterface.hpp" #include "npcs.hpp" #include "creatures.hpp" #include "objects.hpp" #include "player.hpp" #include "water.hpp" namespace Ogre { class Camera; class Viewport; class SceneManager; class SceneNode; class RaySceneQuery; class Quaternion; class Vector3; } namespace MWWorld { class World; } namespace MWRender { class RenderingManager: private RenderingInterface { private: virtual MWRender::Npcs& getNPCs(); virtual MWRender::Creatures& getCreatures(); virtual MWRender::Objects& getObjects(); public: RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine); virtual ~RenderingManager(); virtual MWRender::Player& getPlayer(); /// \todo move this to private again as soon as /// MWWorld::Player has been rewritten to not need access /// to internal details of the rendering system anymore void toggleLight(); bool toggleRenderMode(int mode); void removeCell (MWWorld::Ptr::CellStore *store); /// \todo this function should be removed later. Instead the rendering subsystems should track /// when rebatching is needed and update automatically at the end of each frame. void cellAdded (MWWorld::Ptr::CellStore *store); void waterAdded(MWWorld::Ptr::CellStore *store); void removeWater(); void addObject (const MWWorld::Ptr& ptr); void removeObject (const MWWorld::Ptr& ptr); void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position); void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale); void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation); void checkUnderwater(float y); /// \param store Cell the object was in previously (\a ptr has already been updated to the new cell). void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store); void update (float duration); void skyEnable (); void skyDisable (); void skySetHour (double hour); void skySetDate (int day, int month); int skyGetMasserPhase() const; int skyGetSecundaPhase() const; void skySetMoonColour (bool red); void configureAmbient(ESMS::CellStore &mCell); /// configure fog according to cell void configureFog(ESMS::CellStore &mCell); private: void setAmbientMode(); SkyManager* mSkyManager; OEngine::Render::OgreRenderer &rend; Ogre::Camera* camera; MWRender::Npcs npcs; MWRender::Creatures creatures; MWRender::Water *mWater; MWRender::Objects objects; // 0 normal, 1 more bright, 2 max int mAmbientMode; Ogre::ColourValue mAmbientColor; /// Root node for all objects added to the scene. This is rotated so /// that the OGRE coordinate system matches that used internally in /// Morrowind. Ogre::SceneNode *mwRoot; Ogre::RaySceneQuery *mRaySceneQuery; OEngine::Physic::PhysicEngine* eng; MWRender::Player *mPlayer; MWRender::Debugging mDebugging; }; } #endif