#ifndef OPENMW_MWRENDER_RENDERINGMANAGER_H #define OPENMW_MWRENDER_RENDERINGMANAGER_H #include #include #include "objects.hpp" #include "renderinginterface.hpp" namespace osg { class Group; } namespace Resource { class ResourceSystem; } namespace osgViewer { class Viewer; } namespace ESM { struct Cell; } namespace MWRender { class StateUpdater; class EffectManager; class SkyManager; class RenderingManager : public MWRender::RenderingInterface { public: RenderingManager(osgViewer::Viewer& viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem); ~RenderingManager(); MWRender::Objects& getObjects(); Resource::ResourceSystem* getResourceSystem(); void setAmbientColour(const osg::Vec4f& colour); void setSunDirection(const osg::Vec3f& direction); void setSunColour(const osg::Vec4f& colour); void configureAmbient(const ESM::Cell* cell); void configureFog(const ESM::Cell* cell); void configureFog(float fogDepth, const osg::Vec4f& colour); void removeCell(const MWWorld::CellStore* store); void setSkyEnabled(bool enabled); SkyManager* getSkyManager(); osg::Vec3f getEyePos(); void spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale = 1.f); /// Clear all savegame-specific data void clear(); /// Clear all worldspace-specific data void notifyWorldSpaceChanged(); void update(float dt, bool paused); private: osgViewer::Viewer& mViewer; osg::ref_ptr mRootNode; Resource::ResourceSystem* mResourceSystem; osg::ref_ptr mSunLight; std::auto_ptr mObjects; std::auto_ptr mSky; std::auto_ptr mEffectManager; osg::ref_ptr mStateUpdater; float mViewDistance; void operator = (const RenderingManager&); RenderingManager(const RenderingManager&); }; } #endif