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https://gitlab.com/OpenMW/openmw.git
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363 lines
11 KiB
C++
363 lines
11 KiB
C++
#ifndef OPENMW_MWRENDER_RENDERINGMANAGER_H
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#define OPENMW_MWRENDER_RENDERINGMANAGER_H
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#include "objects.hpp"
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#include "renderinginterface.hpp"
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#include "rendermode.hpp"
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#include <components/settings/settings.hpp>
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#include <components/vfs/pathutil.hpp>
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#include <osg/Light>
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#include <osg/ref_ptr>
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#include <osgUtil/IncrementalCompileOperation>
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#include <deque>
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#include <memory>
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#include <span>
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#include <unordered_map>
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namespace osg
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{
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class Group;
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class PositionAttitudeTransform;
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}
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namespace osgUtil
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{
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class IntersectionVisitor;
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class Intersector;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace osgViewer
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{
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class Viewer;
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}
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namespace ESM
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{
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struct Cell;
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struct FormId;
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using RefNum = FormId;
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}
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namespace Terrain
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{
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class World;
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}
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namespace Fallback
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{
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class Map;
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}
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namespace SceneUtil
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{
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class ShadowManager;
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class WorkQueue;
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class LightManager;
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class UnrefQueue;
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}
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namespace DetourNavigator
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{
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struct Navigator;
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struct Settings;
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struct AgentBounds;
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}
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namespace MWWorld
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{
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class GroundcoverStore;
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class Cell;
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}
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namespace Debug
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{
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struct DebugDrawer;
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}
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namespace MWRender
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{
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class StateUpdater;
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class SharedUniformStateUpdater;
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class PerViewUniformStateUpdater;
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class IntersectionVisitorWithIgnoreList;
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class EffectManager;
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class ScreenshotManager;
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class FogManager;
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class SkyManager;
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class NpcAnimation;
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class Pathgrid;
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class Camera;
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class Water;
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class TerrainStorage;
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class LandManager;
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class NavMesh;
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class ActorsPaths;
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class RecastMesh;
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class ObjectPaging;
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class Groundcover;
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class PostProcessor;
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class RenderingManager : public MWRender::RenderingInterface
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{
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public:
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RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode,
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Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
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DetourNavigator::Navigator& navigator, const MWWorld::GroundcoverStore& groundcoverStore,
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SceneUtil::UnrefQueue& unrefQueue);
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~RenderingManager();
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osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation();
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MWRender::Objects& getObjects() override;
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Resource::ResourceSystem* getResourceSystem();
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SceneUtil::WorkQueue* getWorkQueue();
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Terrain::World* getTerrain();
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void preloadCommonAssets();
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double getReferenceTime() const;
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SceneUtil::LightManager* getLightRoot();
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void setNightEyeFactor(float factor);
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void setAmbientColour(const osg::Vec4f& colour);
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int skyGetMasserPhase() const;
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int skyGetSecundaPhase() const;
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void skySetMoonColour(bool red);
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void setSunDirection(const osg::Vec3f& direction);
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void setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular, float sunVis);
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void setNight(bool isNight) { mNight = isNight; }
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void configureAmbient(const MWWorld::Cell& cell);
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void configureFog(const MWWorld::Cell& cell);
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void configureFog(
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float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f& colour);
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void addCell(const MWWorld::CellStore* store);
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void removeCell(const MWWorld::CellStore* store);
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void enableTerrain(bool enable, ESM::RefId worldspace);
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void updatePtr(const MWWorld::Ptr& old, const MWWorld::Ptr& updated);
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void rotateObject(const MWWorld::Ptr& ptr, const osg::Quat& rot);
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void moveObject(const MWWorld::Ptr& ptr, const osg::Vec3f& pos);
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void scaleObject(const MWWorld::Ptr& ptr, const osg::Vec3f& scale);
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void removeObject(const MWWorld::Ptr& ptr);
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void setWaterEnabled(bool enabled);
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void setWaterHeight(float level);
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/// Take a screenshot of w*h onto the given image, not including the GUI.
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void screenshot(osg::Image* image, int w, int h);
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struct RayResult
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{
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bool mHit;
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osg::Vec3f mHitNormalWorld;
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osg::Vec3f mHitPointWorld;
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MWWorld::Ptr mHitObject;
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ESM::RefNum mHitRefnum;
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float mRatio;
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};
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RayResult castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer,
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bool ignoreActors = false, std::span<const MWWorld::Ptr> ignoreList = {});
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/// Return the object under the mouse cursor / crosshair position, given by nX and nY normalized screen
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/// coordinates, where (0,0) is the top left corner.
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RayResult castCameraToViewportRay(
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const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors = false);
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/// Get the bounding box of the given object in screen coordinates as (minX, minY, maxX, maxY), with (0,0) being
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/// the top left corner.
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osg::Vec4f getScreenBounds(const osg::BoundingBox& worldbb);
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void setSkyEnabled(bool enabled);
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bool toggleRenderMode(RenderMode mode);
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SkyManager* getSkyManager();
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void spawnEffect(VFS::Path::NormalizedView model, std::string_view texture, const osg::Vec3f& worldPosition,
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float scale = 1.f, bool isMagicVFX = true);
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/// Clear all savegame-specific data
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void clear();
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/// Clear all worldspace-specific data
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void notifyWorldSpaceChanged();
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void update(float dt, bool paused);
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Animation* getAnimation(const MWWorld::Ptr& ptr);
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const Animation* getAnimation(const MWWorld::ConstPtr& ptr) const;
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PostProcessor* getPostProcessor();
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void addWaterRippleEmitter(const MWWorld::Ptr& ptr);
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void removeWaterRippleEmitter(const MWWorld::Ptr& ptr);
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void emitWaterRipple(const osg::Vec3f& pos);
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void updatePlayerPtr(const MWWorld::Ptr& ptr);
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void removePlayer(const MWWorld::Ptr& player);
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void setupPlayer(const MWWorld::Ptr& player);
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void renderPlayer(const MWWorld::Ptr& player);
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void rebuildPtr(const MWWorld::Ptr& ptr);
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void processChangedSettings(const Settings::CategorySettingVector& settings);
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float getNearClipDistance() const { return mNearClip; }
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float getViewDistance() const { return mViewDistance; }
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void setViewDistance(float distance, bool delay = false);
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float getTerrainHeightAt(const osg::Vec3f& pos, ESM::RefId worldspace);
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// camera stuff
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Camera* getCamera() { return mCamera.get(); }
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/// temporarily override the field of view with given value.
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void overrideFieldOfView(float val);
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void setFieldOfView(float val);
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float getFieldOfView() const;
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/// reset a previous overrideFieldOfView() call, i.e. revert to field of view specified in the settings file.
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void resetFieldOfView();
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osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& object) const;
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// Return local bounding box. Safe to be called in parallel with cull thread.
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osg::BoundingBox getCullSafeBoundingBox(const MWWorld::Ptr& ptr) const;
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void exportSceneGraph(
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const MWWorld::Ptr& ptr, const std::filesystem::path& filename, const std::string& format);
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Debug::DebugDrawer& getDebugDrawer() const { return *mDebugDraw; }
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LandManager* getLandManager() const;
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bool toggleBorders();
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void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
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const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const;
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void removeActorPath(const MWWorld::ConstPtr& actor) const;
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void setNavMeshNumber(const std::size_t value);
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void setActiveGrid(const osg::Vec4i& grid);
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bool pagingEnableObject(int type, const MWWorld::ConstPtr& ptr, bool enabled);
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void pagingBlacklistObject(int type, const MWWorld::ConstPtr& ptr);
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bool pagingUnlockCache();
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void getPagedRefnums(const osg::Vec4i& activeGrid, std::vector<ESM::RefNum>& out);
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void updateProjectionMatrix();
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void setScreenRes(int width, int height);
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void setNavMeshMode(Settings::NavMeshRenderMode value);
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private:
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void updateTextureFiltering();
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void updateAmbient();
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void setFogColor(const osg::Vec4f& color);
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struct WorldspaceChunkMgr
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{
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std::unique_ptr<Terrain::World> mTerrain;
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std::unique_ptr<ObjectPaging> mObjectPaging;
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std::unique_ptr<Groundcover> mGroundcover;
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};
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WorldspaceChunkMgr& getWorldspaceChunkMgr(ESM::RefId worldspace);
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void reportStats() const;
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void updateNavMesh();
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void updateRecastMesh();
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const bool mSkyBlending;
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osg::ref_ptr<osgUtil::IntersectionVisitor> getIntersectionVisitor(osgUtil::Intersector* intersector,
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bool ignorePlayer, bool ignoreActors, std::span<const MWWorld::Ptr> ignoreList = {});
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osg::ref_ptr<IntersectionVisitorWithIgnoreList> mIntersectionVisitor;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osg::Group> mRootNode;
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osg::ref_ptr<SceneUtil::LightManager> mSceneRoot;
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Resource::ResourceSystem* mResourceSystem;
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osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
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osg::ref_ptr<osg::Light> mSunLight;
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DetourNavigator::Navigator& mNavigator;
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std::unique_ptr<NavMesh> mNavMesh;
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std::size_t mNavMeshNumber = 0;
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std::unique_ptr<ActorsPaths> mActorsPaths;
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std::unique_ptr<RecastMesh> mRecastMesh;
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std::unique_ptr<Pathgrid> mPathgrid;
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std::unique_ptr<Objects> mObjects;
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std::unique_ptr<Water> mWater;
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std::unordered_map<ESM::RefId, WorldspaceChunkMgr> mWorldspaceChunks;
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Terrain::World* mTerrain;
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std::unique_ptr<TerrainStorage> mTerrainStorage;
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ObjectPaging* mObjectPaging;
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Groundcover* mGroundcover;
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std::unique_ptr<SkyManager> mSky;
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std::unique_ptr<FogManager> mFog;
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std::unique_ptr<ScreenshotManager> mScreenshotManager;
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std::unique_ptr<EffectManager> mEffectManager;
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std::unique_ptr<SceneUtil::ShadowManager> mShadowManager;
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osg::ref_ptr<PostProcessor> mPostProcessor;
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osg::ref_ptr<NpcAnimation> mPlayerAnimation;
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osg::ref_ptr<SceneUtil::PositionAttitudeTransform> mPlayerNode;
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std::unique_ptr<Camera> mCamera;
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osg::ref_ptr<Debug::DebugDrawer> mDebugDraw;
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osg::ref_ptr<StateUpdater> mStateUpdater;
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osg::ref_ptr<SharedUniformStateUpdater> mSharedUniformStateUpdater;
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osg::ref_ptr<PerViewUniformStateUpdater> mPerViewUniformStateUpdater;
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osg::Vec4f mAmbientColor;
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float mNightEyeFactor;
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float mNearClip;
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float mViewDistance;
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bool mFieldOfViewOverridden;
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float mFieldOfViewOverride;
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float mFieldOfView;
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float mFirstPersonFieldOfView;
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bool mUpdateProjectionMatrix = false;
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bool mNight = false;
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const MWWorld::GroundcoverStore& mGroundCoverStore;
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void operator=(const RenderingManager&);
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RenderingManager(const RenderingManager&);
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};
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}
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#endif
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