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132 lines
3.1 KiB
C++
132 lines
3.1 KiB
C++
#ifndef OPENMW_MWRENDER_WATER_H
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#define OPENMW_MWRENDER_WATER_H
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#include <memory>
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#include <vector>
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#include <osg/Vec3d>
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#include <osg/Vec3f>
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#include <osg/ref_ptr>
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#include <components/settings/settings.hpp>
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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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class Geometry;
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class Node;
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class Callback;
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}
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namespace osgUtil
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{
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class IncrementalCompileOperation;
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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 MWWorld
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{
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class CellStore;
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class Ptr;
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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 MWRender
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{
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class Refraction;
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class Reflection;
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class RippleSimulation;
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class RainIntensityUpdater;
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class Ripples;
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/// Water rendering
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class Water
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{
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osg::ref_ptr<RainIntensityUpdater> mRainIntensityUpdater;
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osg::ref_ptr<osg::Group> mParent;
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osg::ref_ptr<osg::Group> mSceneRoot;
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osg::ref_ptr<osg::PositionAttitudeTransform> mWaterNode;
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osg::ref_ptr<osg::Geometry> mWaterGeom;
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Resource::ResourceSystem* mResourceSystem;
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osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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std::unique_ptr<RippleSimulation> mSimulation;
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osg::ref_ptr<Refraction> mRefraction;
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osg::ref_ptr<Reflection> mReflection;
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osg::ref_ptr<Ripples> mRipples;
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bool mEnabled;
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bool mToggled;
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float mTop;
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bool mInterior;
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bool mShowWorld;
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osg::Callback* mCullCallback;
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osg::ref_ptr<osg::Callback> mShaderWaterStateSetUpdater;
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osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY);
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void updateVisible();
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void createSimpleWaterStateSet(osg::Node* node, float alpha);
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void createShaderWaterStateSet(osg::Node* node);
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void updateWaterMaterial();
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public:
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Water(osg::Group* parent, osg::Group* sceneRoot, Resource::ResourceSystem* resourceSystem,
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osgUtil::IncrementalCompileOperation* ico);
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~Water();
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void setCullCallback(osg::Callback* callback);
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void listAssetsToPreload(std::vector<std::string>& textures);
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void setEnabled(bool enabled);
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bool toggle();
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bool isUnderwater(const osg::Vec3f& pos) const;
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/// adds an emitter, position will be tracked automatically using its scene node
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void addEmitter(const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
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void removeEmitter(const MWWorld::Ptr& ptr);
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void updateEmitterPtr(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
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void emitRipple(const osg::Vec3f& pos);
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void removeCell(const MWWorld::CellStore* store); ///< remove all emitters in this cell
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void clearRipples();
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void changeCell(const MWWorld::CellStore* store);
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void setHeight(const float height);
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void setRainIntensity(const float rainIntensity);
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void update(float dt, bool paused);
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osg::Node* getReflectionNode();
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osg::Node* getRefractionNode();
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osg::Vec3d getPosition() const;
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void processChangedSettings(const Settings::CategorySettingVector& settings);
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void showWorld(bool show);
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};
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}
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#endif
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