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OpenMW/apps/openmw/mwrender/water.hpp

67 lines
1.5 KiB
C++

#ifndef GAME_MWRENDER_WATER_H
#define GAME_MWRENDER_WATER_H
#include <Ogre.h>
#include <components/esm/loadcell.hpp>
#include "renderconst.hpp"
namespace MWRender {
class SkyManager;
/// Water rendering
class Water : public Ogre::RenderTargetListener
{
static const int CELL_SIZE = 8192;
Ogre::Camera *mCamera;
Ogre::SceneManager *mSceneManager;
Ogre::Viewport *mViewport;
Ogre::Plane mWaterPlane;
Ogre::SceneNode *mWaterNode;
Ogre::Entity *mWater;
bool mIsUnderwater;
bool mActive;
int mTop;
Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
protected:
void preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
void postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
SkyManager* mSky;
std::string mCompositorName;
void createMaterial();
Ogre::MaterialPtr mMaterial;
Ogre::RenderTarget* mReflectionTarget;
int mVisibilityFlags;
int mReflectDistance;
int mOldCameraFarClip;
public:
Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell);
~Water();
void setActive(bool active);
void toggle();
void setViewportBackground(const Ogre::ColourValue& bg);
void checkUnderwater(float y);
void changeCell(const ESM::Cell* cell);
void setHeight(const float height);
};
}
#endif