#ifndef _GAME_RENDERING_MANAGER_H #define _GAME_RENDERING_MANAGER_H #include "sky.hpp" #include "terrain.hpp" #include "debugging.hpp" #include #include #include #include "renderinginterface.hpp" #include "objects.hpp" #include "actors.hpp" #include "player.hpp" #include "occlusionquery.hpp" namespace Ogre { class SceneManager; class SceneNode; class Quaternion; class Vector3; } namespace MWWorld { class Ptr; class CellStore; } namespace sh { class Factory; } namespace MWRender { class Shadows; class LocalMap; class Water; class Compositors; class RenderingManager: private RenderingInterface, public Ogre::WindowEventListener { private: virtual MWRender::Objects& getObjects(); virtual MWRender::Actors& getActors(); public: RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine); virtual ~RenderingManager(); void attachCameraTo(const MWWorld::Ptr &ptr); SkyManager* getSkyManager(); Compositors* getCompositors(); void toggleLight(); bool toggleRenderMode(int mode); OEngine::Render::Fader* getFader(); void removeCell (MWWorld::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::CellStore *store); void waterAdded(MWWorld::CellStore *store); void removeWater(); static const bool useMRT(); void preCellChange (MWWorld::CellStore* store); ///< this event is fired immediately before changing cell 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); bool rotateObject (const MWWorld::Ptr& ptr, Ogre::Vector3 &rot, bool adjust = false); void setWaterHeight(const float height); void toggleWater(); /// \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::CellStore *store); void update (float duration); void setAmbientColour(const Ogre::ColourValue& colour); void setSunColour(const Ogre::ColourValue& colour); void setSunDirection(const Ogre::Vector3& direction); void sunEnable(); void sunDisable(); void disableLights(); void enableLights(); bool occlusionQuerySupported() { return mOcclusionQuery->supported(); } OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; } Shadows* getShadows(); void switchToInterior(); void switchToExterior(); void getTriangleBatchCount(unsigned int &triangles, unsigned int &batches); void setGlare(bool glare); 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(MWWorld::CellStore &mCell); void requestMap (MWWorld::CellStore* cell); ///< request the local map for a cell /// configure fog according to cell void configureFog(MWWorld::CellStore &mCell); /// configure fog manually void configureFog(const float density, const Ogre::ColourValue& colour); void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number = 1); ///< Run animation for a MW-reference. Calls to this function for references that are currently not /// in the rendered scene should be ignored. /// /// \param mode: 0 normal, 1 immediate start, 2 immediate loop /// \param number How offen the animation should be run void skipAnimation (const MWWorld::Ptr& ptr); ///< Skip the animation for the given MW-reference for one frame. Calls to this function for /// references that are currently not in the rendered scene should be ignored. Ogre::Vector4 boundingBoxToScreen(Ogre::AxisAlignedBox bounds); ///< transform the specified bounding box (in world coordinates) into screen coordinates. /// @return packed vector4 (min_x, min_y, max_x, max_y) void processChangedSettings(const Settings::CategorySettingVector& settings); Ogre::Viewport* getViewport() { return mRendering.getViewport(); } static bool waterShaderSupported(); protected: virtual void windowResized(Ogre::RenderWindow* rw); virtual void windowClosed(Ogre::RenderWindow* rw); private: sh::Factory* mFactory; void setAmbientMode(); void setMenuTransparency(float val); void applyCompositors(); bool mSunEnabled; SkyManager* mSkyManager; OcclusionQuery* mOcclusionQuery; TerrainManager* mTerrainManager; MWRender::Water *mWater; OEngine::Render::OgreRenderer &mRendering; MWRender::Objects mObjects; MWRender::Actors mActors; // 0 normal, 1 more bright, 2 max int mAmbientMode; Ogre::ColourValue mAmbientColor; Ogre::Light* mSun; /// 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 *mMwRoot; OEngine::Physic::PhysicEngine* mPhysicsEngine; MWRender::Player *mPlayer; MWRender::Debugging *mDebugging; MWRender::LocalMap* mLocalMap; MWRender::Shadows* mShadows; MWRender::Compositors* mCompositors; }; } #endif