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OpenMW/apps/openmw/mwrender/renderingmanager.hpp
florent.teppe 531e55e04c Better handling of the esm3 vs esm4 cell problem
Common attribute are in one structure that has two constructors, one for ESM3 vs ESM4 Cell
Mood part of MWWorld::Cell
2023-01-27 13:39:39 +01:00

351 lines
10 KiB
C++

#ifndef OPENMW_MWRENDER_RENDERINGMANAGER_H
#define OPENMW_MWRENDER_RENDERINGMANAGER_H
#include <osg/Camera>
#include <osg/Light>
#include <osg/ref_ptr>
#include <components/settings/settings.hpp>
#include <osgUtil/IncrementalCompileOperation>
#include "navmeshmode.hpp"
#include "objects.hpp"
#include "renderinginterface.hpp"
#include "rendermode.hpp"
#include <deque>
#include <memory>
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;
struct CellVariant;
}
namespace Terrain
{
class World;
}
namespace Fallback
{
class Map;
}
namespace SceneUtil
{
class ShadowManager;
class WorkQueue;
class LightManager;
class UnrefQueue;
}
namespace DetourNavigator
{
struct Navigator;
struct Settings;
struct AgentBounds;
}
namespace MWWorld
{
class GroundcoverStore;
struct Cell;
}
namespace Debug
{
struct DebugDrawer;
}
namespace MWRender
{
class StateUpdater;
class SharedUniformStateUpdater;
class PerViewUniformStateUpdater;
class EffectManager;
class ScreenshotManager;
class FogManager;
class SkyManager;
class NpcAnimation;
class Pathgrid;
class Camera;
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<osg::Group> rootNode,
Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
const std::filesystem::path& resourcePath, DetourNavigator::Navigator& navigator,
const MWWorld::GroundcoverStore& groundcoverStore, SceneUtil::UnrefQueue& unrefQueue);
~RenderingManager();
osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation();
MWRender::Objects& getObjects() override;
Resource::ResourceSystem* getResourceSystem();
SceneUtil::WorkQueue* getWorkQueue();
Terrain::World* getTerrain();
void preloadCommonAssets();
double getReferenceTime() const;
SceneUtil::LightManager* 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, float sunVis);
void setNight(bool isNight) { mNight = isNight; }
void configureAmbient(const MWWorld::Cell& cell);
void configureFog(const MWWorld::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, std::string_view 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;
PostProcessor* getPostProcessor();
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 { return mNearClip; }
float getViewDistance() const { return mViewDistance; }
void setViewDistance(float distance, bool delay = false);
float getTerrainHeightAt(const osg::Vec3f& pos);
// camera stuff
Camera* getCamera() { return mCamera.get(); }
/// temporarily override the field of view with given value.
void overrideFieldOfView(float val);
void setFieldOfView(float val);
float getFieldOfView() const;
/// 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::filesystem::path& filename, const std::string& format);
Debug::DebugDrawer& getDebugDrawer() const { return *mDebugDraw; }
LandManager* getLandManager() const;
bool toggleBorders();
void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
const DetourNavigator::AgentBounds& agentBounds, 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::vector<ESM::RefNum>& out);
void updateProjectionMatrix();
void setScreenRes(int width, int height);
void setNavMeshMode(NavMeshMode value);
private:
void updateTextureFiltering();
void updateAmbient();
void setFogColor(const osg::Vec4f& color);
void updateThirdPersonViewMode();
void reportStats() const;
void updateNavMesh();
void updateRecastMesh();
const bool mSkyBlending;
osg::ref_ptr<osgUtil::IntersectionVisitor> getIntersectionVisitor(
osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors);
osg::ref_ptr<osgUtil::IntersectionVisitor> mIntersectionVisitor;
osg::ref_ptr<osgViewer::Viewer> mViewer;
osg::ref_ptr<osg::Group> mRootNode;
osg::ref_ptr<SceneUtil::LightManager> mSceneRoot;
Resource::ResourceSystem* mResourceSystem;
osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
osg::ref_ptr<osg::Light> mSunLight;
DetourNavigator::Navigator& mNavigator;
std::unique_ptr<NavMesh> mNavMesh;
std::size_t mNavMeshNumber = 0;
std::unique_ptr<ActorsPaths> mActorsPaths;
std::unique_ptr<RecastMesh> mRecastMesh;
std::unique_ptr<Pathgrid> mPathgrid;
std::unique_ptr<Objects> mObjects;
std::unique_ptr<Water> mWater;
std::unique_ptr<Terrain::World> mTerrain;
std::unique_ptr<TerrainStorage> mTerrainStorage;
std::unique_ptr<ObjectPaging> mObjectPaging;
std::unique_ptr<Groundcover> mGroundcover;
std::unique_ptr<SkyManager> mSky;
std::unique_ptr<FogManager> mFog;
std::unique_ptr<ScreenshotManager> mScreenshotManager;
std::unique_ptr<EffectManager> mEffectManager;
std::unique_ptr<SceneUtil::ShadowManager> mShadowManager;
osg::ref_ptr<PostProcessor> mPostProcessor;
osg::ref_ptr<NpcAnimation> mPlayerAnimation;
osg::ref_ptr<SceneUtil::PositionAttitudeTransform> mPlayerNode;
std::unique_ptr<Camera> mCamera;
std::unique_ptr<Debug::DebugDrawer> mDebugDraw;
osg::ref_ptr<StateUpdater> mStateUpdater;
osg::ref_ptr<SharedUniformStateUpdater> mSharedUniformStateUpdater;
osg::ref_ptr<PerViewUniformStateUpdater> mPerViewUniformStateUpdater;
osg::Vec4f mAmbientColor;
float mMinimumAmbientLuminance;
float mNightEyeFactor;
float mNearClip;
float mViewDistance;
bool mFieldOfViewOverridden;
float mFieldOfViewOverride;
float mFieldOfView;
float mFirstPersonFieldOfView;
bool mUpdateProjectionMatrix = false;
bool mNight = false;
void operator=(const RenderingManager&);
RenderingManager(const RenderingManager&);
};
}
#endif