forked from teamnwah/openmw-tes3coop
- abstracted the sun creation code into a CelestialBody class to be reused for the moons
- fixed render queue problem
This commit is contained in:
parent
ad0f9f4bcf
commit
6d37f53fa2
1 changed files with 67 additions and 31 deletions
|
@ -10,10 +10,71 @@
|
|||
|
||||
#include <components/nifogre/ogre_nif_loader.hpp>
|
||||
|
||||
// this distance has to be set accordingly so that the
|
||||
// celestial bodies are behind the clouds, but in front of the atmosphere
|
||||
#define CELESTIAL_BODY_DISTANCE 1000.f
|
||||
|
||||
using namespace Ogre;
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class CelestialBody
|
||||
{
|
||||
public:
|
||||
CelestialBody( const String& pTextureName,
|
||||
const unsigned int pInitialSize,
|
||||
const Vector3& pInitialPosition,
|
||||
SceneNode* pRootNode
|
||||
);
|
||||
|
||||
void setPosition(const Vector3& pPosition);
|
||||
|
||||
private:
|
||||
SceneNode* mNode;
|
||||
};
|
||||
|
||||
CelestialBody::CelestialBody( const String& textureName,
|
||||
const unsigned int initialSize,
|
||||
const Vector3& pInitialPosition,
|
||||
SceneNode* pRootNode)
|
||||
{
|
||||
SceneManager* sceneMgr = pRootNode->getCreator();
|
||||
|
||||
const float scale = initialSize*700.f;
|
||||
|
||||
Vector3 finalPosition = pInitialPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
|
||||
|
||||
static unsigned int bodyCount=0;
|
||||
|
||||
// Create a camera-aligned billboard
|
||||
BillboardSet* bbSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
|
||||
bbSet->setDefaultDimensions(scale, scale);
|
||||
bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
|
||||
SceneNode* mNode = pRootNode->createChildSceneNode();
|
||||
mNode->setPosition(finalPosition);
|
||||
mNode->attachObject(bbSet);
|
||||
bbSet->createBillboard(0,0,0);
|
||||
|
||||
MaterialPtr material = MaterialManager::getSingleton().create("CelestialBody"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
||||
material->removeAllTechniques();
|
||||
Pass* p = material->createTechnique()->createPass();
|
||||
p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
|
||||
p->setDepthCheckEnabled(false);
|
||||
p->setDepthWriteEnabled(false);
|
||||
p->createTextureUnitState(textureName /*"textures\\tx_sun_05.dds"*/);
|
||||
bbSet->setMaterialName("CelestialBody"+StringConverter::toString(bodyCount));
|
||||
|
||||
bodyCount++;
|
||||
|
||||
}
|
||||
|
||||
void CelestialBody::setPosition(const Vector3& pPosition)
|
||||
{
|
||||
Vector3 finalPosition = pPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
|
||||
|
||||
mNode->setPosition(finalPosition);
|
||||
}
|
||||
|
||||
class MWSkyManager : public SkyManager
|
||||
{
|
||||
public:
|
||||
|
@ -41,8 +102,11 @@ namespace MWRender
|
|||
/// 3 waxing or waning gibbous, 4 full moon
|
||||
|
||||
virtual void setMoonColour (bool red) {}
|
||||
///< change Secunda colour to red
|
||||
|
||||
private:
|
||||
CelestialBody* mSun;
|
||||
|
||||
Camera* mCamera;
|
||||
Viewport* mViewport;
|
||||
SceneNode* mRootNode;
|
||||
|
@ -120,6 +184,8 @@ namespace MWRender
|
|||
|
||||
mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87));
|
||||
|
||||
mSun = new CelestialBody("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 1.0), mRootNode);
|
||||
|
||||
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
|
||||
|
||||
// Atmosphere
|
||||
|
@ -164,7 +230,7 @@ namespace MWRender
|
|||
// Clouds
|
||||
NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
|
||||
Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
|
||||
clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_LATE);
|
||||
clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
|
||||
SceneNode* clouds_node = mRootNode->createChildSceneNode();
|
||||
clouds_node->attachObject(clouds_ent);
|
||||
mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
|
||||
|
@ -223,36 +289,6 @@ namespace MWRender
|
|||
|
||||
ModVertexAlpha(clouds_ent, 1);
|
||||
|
||||
// Sun
|
||||
/// \todo calculate the sun position based on time of day
|
||||
Vector3 sunPosition(0.4, 0.4, 1.f);
|
||||
|
||||
// this distance has to be set accordingly so that the sun is
|
||||
// behind the clouds, but still in front of the atmosphere
|
||||
const float sunDistance = 1000.f;
|
||||
|
||||
const float sunScale = 700.f;
|
||||
|
||||
Vector3 finalPosition = sunPosition.normalisedCopy() * sunDistance;
|
||||
|
||||
// Create a camera-aligned billboard to render the sun
|
||||
BillboardSet* bbSet = mSceneMgr->createBillboardSet("SkyBillboardSet", 1);
|
||||
bbSet->setDefaultDimensions(sunScale, sunScale);
|
||||
bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
|
||||
SceneNode* bbNode = mRootNode->createChildSceneNode();
|
||||
bbNode->translate(finalPosition);
|
||||
bbNode->attachObject(bbSet);
|
||||
bbSet->createBillboard(0,0,0);
|
||||
|
||||
MaterialPtr sunMaterial = MaterialManager::getSingleton().create("SunMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
||||
sunMaterial->removeAllTechniques();
|
||||
Pass* p = sunMaterial->createTechnique()->createPass();
|
||||
p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
|
||||
p->setDepthCheckEnabled(false);
|
||||
p->setDepthWriteEnabled(false);
|
||||
p->createTextureUnitState("textures\\tx_sun_05.dds");
|
||||
bbSet->setMaterialName("SunMaterial");
|
||||
|
||||
// I'm not sure if the materials are being used by any other objects
|
||||
// Make a unique "modifiable" copy of the materials to be sure
|
||||
mCloudMaterial = mCloudMaterial->clone("Clouds");
|
||||
|
|
Loading…
Reference in a new issue