Delete remaining files that won't be of any use

This commit is contained in:
scrawl 2015-06-03 03:29:21 +02:00
parent 974fda5bde
commit 41cce5240f
7 changed files with 0 additions and 743 deletions

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@ -23,7 +23,6 @@ add_openmw_dir (mwrender
actors objects renderingmanager animation rotatecontroller sky npcanimation vismask actors objects renderingmanager animation rotatecontroller sky npcanimation vismask
creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation
bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage
# occlusionquery shadows ripplesimulation
) )
add_openmw_dir (mwinput add_openmw_dir (mwinput

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@ -1,208 +0,0 @@
#include "occlusionquery.hpp"
#include <OgreRenderSystem.h>
#include <OgreRoot.h>
#include <OgreBillboardSet.h>
#include <OgreHardwareOcclusionQuery.h>
#include <OgreEntity.h>
#include <OgreSubEntity.h>
#include <OgreMeshManager.h>
#include <OgreMaterialManager.h>
#include <OgreCamera.h>
#include <OgreSceneNode.h>
#include <OgreMesh.h>
#include "renderconst.hpp"
using namespace MWRender;
using namespace Ogre;
OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mActiveQuery(0),
mBBQueryVisible(0), mBBQueryTotal(0), mSunNode(sunNode), mBBNodeReal(0),
mSunVisibility(0),
mWasVisible(false),
mActive(false),
mFirstFrame(true),
mDoQuery(0),
mRendering(renderer)
{
try {
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
mSunTotalAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSunVisibleAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSupported = (mSunTotalAreaQuery != 0) && (mSunVisibleAreaQuery != 0);
}
catch (Ogre::Exception&)
{
mSupported = false;
}
if (!mSupported)
{
std::cout << "Hardware occlusion queries not supported." << std::endl;
return;
}
mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
static Ogre::Mesh* plane = MeshManager::getSingleton().createPlane("occlusionbillboard",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::Plane(Ogre::Vector3(0,0,1), 0), 1, 1, 1, 1, true, 1, 1, 1, Vector3::UNIT_Y).get();
plane->_setBounds(Ogre::AxisAlignedBox::BOX_INFINITE);
mBBQueryTotal = mRendering->getScene()->createEntity("occlusionbillboard");
mBBQueryTotal->setCastShadows(false);
mBBQueryTotal->setVisibilityFlags(RV_OcclusionQuery);
mBBQueryTotal->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBQueryTotal->setMaterialName("QueryTotalPixels");
mBBNodeReal->attachObject(mBBQueryTotal);
mBBQueryVisible = mRendering->getScene()->createEntity("occlusionbillboard");
mBBQueryVisible->setCastShadows(false);
mBBQueryVisible->setVisibilityFlags(RV_OcclusionQuery);
mBBQueryVisible->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBQueryVisible->setMaterialName("QueryVisiblePixels");
mBBNodeReal->attachObject(mBBQueryVisible);
mRendering->getScene()->addRenderObjectListener(this);
mRendering->getScene()->addRenderQueueListener(this);
mDoQuery = true;
}
OcclusionQuery::~OcclusionQuery()
{
mRendering->getScene()->removeRenderObjectListener (this);
mRendering->getScene()->removeRenderQueueListener(this);
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
if (mSunTotalAreaQuery)
renderSystem->destroyHardwareOcclusionQuery(mSunTotalAreaQuery);
if (mSunVisibleAreaQuery)
renderSystem->destroyHardwareOcclusionQuery(mSunVisibleAreaQuery);
}
bool OcclusionQuery::supported()
{
return mSupported;
}
void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
const LightList* pLightList, bool suppressRenderStateChanges)
{
if (!mActive) return;
// The following code activates and deactivates the occlusion queries
// so that the queries only include the rendering of the intended meshes
// Close the last occlusion query
// Each occlusion query should only last a single rendering
if (mActiveQuery != NULL)
{
mActiveQuery->endOcclusionQuery();
mActiveQuery = NULL;
}
// Open a new occlusion query
if (mDoQuery == true)
{
if (rend == mBBQueryTotal->getSubEntity(0))
{
mActiveQuery = mSunTotalAreaQuery;
mWasVisible = true;
}
else if (rend == mBBQueryVisible->getSubEntity(0))
{
mActiveQuery = mSunVisibleAreaQuery;
}
}
if (mActiveQuery != NULL)
mActiveQuery->beginOcclusionQuery();
}
void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation)
{
if (!mActive) return;
if (mActiveQuery != NULL)
{
mActiveQuery->endOcclusionQuery();
mActiveQuery = NULL;
}
/**
* for every beginOcclusionQuery(), we want a respective pullOcclusionQuery() and vice versa
* this also means that results can be wrong at other places if we pull, but beginOcclusionQuery() was never called
* this can happen for example if the object that is tested is outside of the view frustum
* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
*/
if (queueGroupId == RQG_SkiesLate)
{
if (mWasVisible == false && mDoQuery)
{
mSunTotalAreaQuery->beginOcclusionQuery();
mSunTotalAreaQuery->endOcclusionQuery();
mSunVisibleAreaQuery->beginOcclusionQuery();
mSunVisibleAreaQuery->endOcclusionQuery();
}
}
}
void OcclusionQuery::update(float duration)
{
if (mFirstFrame)
{
// GLHardwareOcclusionQuery::isStillOutstanding doesn't seem to like getting called when nothing has been rendered yet
mFirstFrame = false;
return;
}
if (!mSupported) return;
mWasVisible = false;
// Adjust the position of the sun billboards according to camera viewing distance
// we need to do this to make sure that _everything_ can occlude the sun
float dist = mRendering->getCamera()->getFarClipDistance();
if (dist==0) dist = 10000000;
dist -= 1000; // bias
dist /= 1000.f;
if (mSunNode)
{
mBBNodeReal->setPosition(mSunNode->getPosition() * dist);
mBBNodeReal->setOrientation(Ogre::Vector3::UNIT_Z.getRotationTo(-mBBNodeReal->getPosition().normalisedCopy()));
mBBNodeReal->setScale(150.f*dist, 150.f*dist, 150.f*dist);
}
// Stop occlusion queries until we get their information
// (may not happen on the same frame they are requested in)
mDoQuery = false;
if (!mSunTotalAreaQuery->isStillOutstanding()
&& !mSunVisibleAreaQuery->isStillOutstanding())
{
unsigned int totalPixels;
unsigned int visiblePixels;
mSunTotalAreaQuery->pullOcclusionQuery(&totalPixels);
mSunVisibleAreaQuery->pullOcclusionQuery(&visiblePixels);
if (totalPixels == 0)
{
// probably outside of the view frustum
mSunVisibility = 0;
}
else
{
mSunVisibility = float(visiblePixels) / float(totalPixels);
if (mSunVisibility > 1) mSunVisibility = 1;
}
mDoQuery = true;
}
}
void OcclusionQuery::setSunNode(Ogre::SceneNode* node)
{
mSunNode = node;
}

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@ -1,77 +0,0 @@
#ifndef GAME_OCCLUSION_QUERY_H
#define GAME_OCCLUSION_QUERY_H
#include <OgreRenderObjectListener.h>
#include <OgreRenderQueueListener.h>
namespace Ogre
{
class HardwareOcclusionQuery;
class Entity;
class SceneNode;
}
#include <openengine/ogre/renderer.hpp>
namespace MWRender
{
///
/// \brief Implements hardware occlusion queries on the GPU
///
class OcclusionQuery : public Ogre::RenderObjectListener, public Ogre::RenderQueueListener
{
public:
OcclusionQuery(OEngine::Render::OgreRenderer*, Ogre::SceneNode* sunNode);
~OcclusionQuery();
/**
* @return true if occlusion queries are supported on the user's hardware
*/
bool supported();
/**
* make sure to disable occlusion queries before updating unrelated render targets
* @param active
*/
void setActive (bool active) { mActive = active; }
/**
* per-frame update
*/
void update(float duration);
float getSunVisibility() const {return mSunVisibility;};
void setSunNode(Ogre::SceneNode* node);
private:
Ogre::HardwareOcclusionQuery* mSunTotalAreaQuery;
Ogre::HardwareOcclusionQuery* mSunVisibleAreaQuery;
Ogre::HardwareOcclusionQuery* mActiveQuery;
Ogre::Entity* mBBQueryVisible;
Ogre::Entity* mBBQueryTotal;
Ogre::SceneNode* mSunNode;
Ogre::SceneNode* mBBNodeReal;
float mSunVisibility;
bool mWasVisible;
bool mActive;
bool mFirstFrame;
bool mSupported;
bool mDoQuery;
OEngine::Render::OgreRenderer* mRendering;
protected:
virtual void notifyRenderSingleObject(Ogre::Renderable* rend, const Ogre::Pass* pass, const Ogre::AutoParamDataSource* source,
const Ogre::LightList* pLightList, bool suppressRenderStateChanges);
virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation);
};
}
#endif

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@ -1,169 +0,0 @@
#include "ripplesimulation.hpp"
#include <stdexcept>
#include <OgreSceneNode.h>
#include <OgreSceneManager.h>
#include <OgreParticleSystem.h>
#include <OgreParticle.h>
#include <extern/shiny/Main/Factory.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/fallback.hpp"
#include "renderconst.hpp"
namespace MWRender
{
RippleSimulation::RippleSimulation(Ogre::SceneManager* mainSceneManager, const MWWorld::Fallback* fallback)
: mSceneMgr(mainSceneManager)
, mParticleSystem(NULL)
, mSceneNode(NULL)
{
mRippleLifeTime = fallback->getFallbackFloat("Water_RippleLifetime");
mRippleRotSpeed = fallback->getFallbackFloat("Water_RippleRotSpeed");
// Unknown:
// fallback=Water_RippleScale,0.15, 6.5
// fallback=Water_RippleAlphas,0.7, 0.1, 0.01
// Instantiate from ripples.particle file
mParticleSystem = mSceneMgr->createParticleSystem("openmw/Ripples", "openmw/Ripples");
mParticleSystem->setRenderQueueGroup(RQG_Ripples);
mParticleSystem->setVisibilityFlags(RV_Effects);
int rippleFrameCount = fallback->getFallbackInt("Water_RippleFrameCount");
std::string tex = fallback->getFallbackString("Water_RippleTexture");
sh::MaterialInstance* mat = sh::Factory::getInstance().getMaterialInstance("openmw/Ripple");
mat->setProperty("anim_texture2", sh::makeProperty(new sh::StringValue(std::string("textures\\water\\") + tex + ".dds "
+ Ogre::StringConverter::toString(rippleFrameCount)
+ " "
+ Ogre::StringConverter::toString(0.3))));
// seems to be required to allocate mFreeParticles. TODO: patch Ogre to handle this better
mParticleSystem->_update(0.f);
mSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
mSceneNode->attachObject(mParticleSystem);
}
RippleSimulation::~RippleSimulation()
{
if (mParticleSystem)
mSceneMgr->destroyParticleSystem(mParticleSystem);
mParticleSystem = NULL;
if (mSceneNode)
mSceneMgr->destroySceneNode(mSceneNode);
mSceneNode = NULL;
}
void RippleSimulation::update(float dt, Ogre::Vector2 position)
{
bool newParticle = false;
for (std::vector<Emitter>::iterator it=mEmitters.begin(); it !=mEmitters.end(); ++it)
{
if (it->mPtr == MWBase::Environment::get().getWorld ()->getPlayerPtr())
{
// fetch a new ptr (to handle cell change etc)
// for non-player actors this is done in updateObjectCell
it->mPtr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
}
Ogre::Vector3 currentPos (it->mPtr.getRefData().getPosition().pos);
currentPos.z = 0;
if ( (currentPos - it->mLastEmitPosition).length() > 10
// Only emit when close to the water surface, not above it and not too deep in the water
&& MWBase::Environment::get().getWorld ()->isUnderwater (it->mPtr.getCell(),
Ogre::Vector3(it->mPtr.getRefData().getPosition().pos))
&& !MWBase::Environment::get().getWorld()->isSubmerged(it->mPtr))
{
it->mLastEmitPosition = currentPos;
newParticle = true;
Ogre::Particle* created = mParticleSystem->createParticle();
if (!created)
break; // TODO: cleanup the oldest particle to make room
#if OGRE_VERSION >= (1 << 16 | 10 << 8 | 0)
Ogre::Vector3& position = created->mPosition;
Ogre::Vector3& direction = created->mDirection;
Ogre::ColourValue& colour = created->mColour;
float& totalTimeToLive = created->mTotalTimeToLive;
float& timeToLive = created->mTimeToLive;
Ogre::Radian& rotSpeed = created->mRotationSpeed;
Ogre::Radian& rotation = created->mRotation;
#else
Ogre::Vector3& position = created->position;
Ogre::Vector3& direction = created->direction;
Ogre::ColourValue& colour = created->colour;
float& totalTimeToLive = created->totalTimeToLive;
float& timeToLive = created->timeToLive;
Ogre::Radian& rotSpeed = created->rotationSpeed;
Ogre::Radian& rotation = created->rotation;
#endif
timeToLive = totalTimeToLive = mRippleLifeTime;
colour = Ogre::ColourValue(0.f, 0.f, 0.f, 0.7f); // Water_RippleAlphas.x?
direction = Ogre::Vector3(0,0,0);
position = currentPos;
position.z = 0; // Z is set by the Scene Node
rotSpeed = mRippleRotSpeed;
rotation = Ogre::Radian(Ogre::Math::RangeRandom(-Ogre::Math::PI, Ogre::Math::PI));
created->setDimensions(mParticleSystem->getDefaultWidth(), mParticleSystem->getDefaultHeight());
}
}
if (newParticle) // now apparently needs another update, otherwise it won't render in the first frame after a particle is created. TODO: patch Ogre to handle this better
mParticleSystem->_update(0.f);
}
void RippleSimulation::addEmitter(const MWWorld::Ptr& ptr, float scale, float force)
{
Emitter newEmitter;
newEmitter.mPtr = ptr;
newEmitter.mScale = scale;
newEmitter.mForce = force;
newEmitter.mLastEmitPosition = Ogre::Vector3(0,0,0);
mEmitters.push_back (newEmitter);
}
void RippleSimulation::removeEmitter (const MWWorld::Ptr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == ptr)
{
mEmitters.erase(it);
return;
}
}
}
void RippleSimulation::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == old)
{
it->mPtr = ptr;
return;
}
}
}
void RippleSimulation::setWaterHeight(float height)
{
mSceneNode->setPosition(0,0,height);
}
void RippleSimulation::clear()
{
mParticleSystem->clear();
}
}

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@ -1,64 +0,0 @@
#ifndef RIPPLE_SIMULATION_H
#define RIPPLE_SIMULATION_H
#include <OgreVector3.h>
#include "../mwworld/ptr.hpp"
namespace Ogre
{
class SceneManager;
class ParticleSystem;
}
namespace MWWorld
{
class Fallback;
}
namespace MWRender
{
struct Emitter
{
MWWorld::Ptr mPtr;
Ogre::Vector3 mLastEmitPosition;
float mScale;
float mForce;
};
class RippleSimulation
{
public:
RippleSimulation(Ogre::SceneManager* mainSceneManager, const MWWorld::Fallback* fallback);
~RippleSimulation();
/// @param dt Time since the last frame
/// @param position Position of the player
void update(float dt, Ogre::Vector2 position);
/// adds an emitter, position will be tracked automatically
void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
void removeEmitter (const MWWorld::Ptr& ptr);
void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
/// Change the height of the water surface, thus moving all ripples with it
void setWaterHeight(float height);
/// Remove all active ripples
void clear();
private:
Ogre::SceneManager* mSceneMgr;
Ogre::ParticleSystem* mParticleSystem;
Ogre::SceneNode* mSceneNode;
std::vector<Emitter> mEmitters;
float mRippleLifeTime;
float mRippleRotSpeed;
};
}
#endif

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@ -1,187 +0,0 @@
#include "shadows.hpp"
#include <components/settings/settings.hpp>
#include <openengine/ogre/renderer.hpp>
#include <OgreSceneManager.h>
#include <OgreColourValue.h>
#include <OgreShadowCameraSetupLiSPSM.h>
#include <OgreShadowCameraSetupPSSM.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreCamera.h>
#include <OgreRenderTexture.h>
#include <OgreViewport.h>
#include <extern/shiny/Main/Factory.hpp>
#include "renderconst.hpp"
using namespace Ogre;
using namespace MWRender;
Shadows::Shadows(OEngine::Render::OgreRenderer* rend) :
mRendering(rend), mSceneMgr(rend->getScene()), mPSSMSetup(NULL),
mShadowFar(1000), mFadeStart(0.9f)
{
recreate();
}
void Shadows::recreate()
{
bool enabled = Settings::Manager::getBool("enabled", "Shadows");
bool split = Settings::Manager::getBool("split", "Shadows");
sh::Factory::getInstance ().setGlobalSetting ("shadows", enabled && !split ? "true" : "false");
sh::Factory::getInstance ().setGlobalSetting ("shadows_pssm", enabled && split ? "true" : "false");
if (!enabled)
{
mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
return;
}
int texsize = Settings::Manager::getInt("texture size", "Shadows");
mSceneMgr->setShadowTextureSize(texsize);
mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
// no point light shadows, i'm afraid. might revisit this with Deferred Shading
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_POINT, 0);
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, split ? 3 : 1);
mSceneMgr->setShadowTextureCount(split ? 3 : 1);
mSceneMgr->setShadowTextureSelfShadow(true);
mSceneMgr->setShadowCasterRenderBackFaces(true);
mSceneMgr->setShadowTextureCasterMaterial("openmw_shadowcaster_default");
mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
mShadowFar = Settings::Manager::getFloat(split ? "split shadow distance" : "shadow distance", "Shadows");
mSceneMgr->setShadowFarDistance(mShadowFar);
mFadeStart = Settings::Manager::getFloat("fade start", "Shadows");
ShadowCameraSetupPtr shadowCameraSetup;
if (split)
{
mPSSMSetup = new PSSMShadowCameraSetup();
// Make sure to keep this in sync with the camera's near clip distance!
mPSSMSetup->setSplitPadding(mRendering->getCamera()->getNearClipDistance());
mPSSMSetup->calculateSplitPoints(3, mRendering->getCamera()->getNearClipDistance(), mShadowFar);
const Real adjustFactors[3] = {64, 64, 64};
for (int i=0; i < 3; ++i)
{
mPSSMSetup->setOptimalAdjustFactor(i, adjustFactors[i]);
/*if (i==0)
mSceneMgr->setShadowTextureConfig(i, texsize, texsize, Ogre::PF_FLOAT32_R);
else if (i ==1)
mSceneMgr->setShadowTextureConfig(i, texsize/2, texsize/2, Ogre::PF_FLOAT32_R);
else if (i ==2)
mSceneMgr->setShadowTextureConfig(i, texsize/4, texsize/4, Ogre::PF_FLOAT32_R);*/
}
// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
const PSSMShadowCameraSetup::SplitPointList& splitPointList = getPSSMSetup()->getSplitPoints();
sh::Vector3* splitPoints = new sh::Vector3(splitPointList[1], splitPointList[2], splitPointList[3]);
sh::Factory::getInstance ().setSharedParameter ("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splitPoints));
shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
}
else
{
LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
lispsmSetup->setOptimalAdjustFactor(64);
//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
//lispsmSetup->setUseAggressiveFocusRegion(false);
shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
}
mSceneMgr->setShadowCameraSetup(shadowCameraSetup);
sh::Vector4* shadowFar_fadeStart = new sh::Vector4(mShadowFar, mFadeStart * mShadowFar, 0, 0);
sh::Factory::getInstance ().setSharedParameter ("shadowFar_fadeStart", sh::makeProperty<sh::Vector4>(shadowFar_fadeStart));
// Set visibility mask for the shadow render textures
int visibilityMask = RV_Actors * Settings::Manager::getBool("actor shadows", "Shadows")
+ (RV_Statics + RV_StaticsSmall) * Settings::Manager::getBool("statics shadows", "Shadows")
+ RV_Misc * Settings::Manager::getBool("misc shadows", "Shadows")
+ RV_Terrain * (Settings::Manager::getBool("terrain shadows", "Shadows"));
for (int i = 0; i < (split ? 3 : 1); ++i)
{
TexturePtr shadowTexture = mSceneMgr->getShadowTexture(i);
Viewport* vp = shadowTexture->getBuffer()->getRenderTarget()->getViewport(0);
vp->setVisibilityMask(visibilityMask);
}
// --------------------------------------------------------------------------------------------------------------------
// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
// --------------------------------------------------------------------------------------------------------------------
/*
if (Settings::Manager::getBool("debug", "Shadows"))
{
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if ((overlay = mgr.getByName("DebugOverlay")))
mgr.destroy(overlay);
overlay = mgr.create("DebugOverlay");
for (size_t i = 0; i < (split ? 3 : 1); ++i) {
TexturePtr tex = mRendering->getScene()->getShadowTexture(i);
// Set up a debug panel to display the shadow
if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + StringConverter::toString(i)))
MaterialManager::getSingleton().remove("Ogre/DebugTexture" + StringConverter::toString(i));
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/DebugTexture" + StringConverter::toString(i),
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if ((debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
))))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
debugPanel->_setPosition(0.8, i*0.25);
debugPanel->_setDimensions(0.2, 0.24);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
}
else
{
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
if ((overlay = mgr.getByName("DebugOverlay")))
mgr.destroy(overlay);
}
*/
}
PSSMShadowCameraSetup* Shadows::getPSSMSetup()
{
return mPSSMSetup;
}

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@ -1,37 +0,0 @@
#ifndef GAME_SHADOWS_H
#define GAME_SHADOWS_H
// forward declares
namespace Ogre
{
class SceneManager;
class PSSMShadowCameraSetup;
}
namespace OEngine{
namespace Render{
class OgreRenderer;
}
}
namespace MWRender
{
class Shadows
{
public:
Shadows(OEngine::Render::OgreRenderer* rend);
void recreate();
Ogre::PSSMShadowCameraSetup* getPSSMSetup();
protected:
OEngine::Render::OgreRenderer* mRendering;
Ogre::SceneManager* mSceneMgr;
Ogre::PSSMShadowCameraSetup* mPSSMSetup;
float mShadowFar;
float mFadeStart;
};
}
#endif