openmw-tes3coop/apps/openmw/mwrender/exterior.cpp
2010-11-25 15:44:56 -05:00

276 lines
6.7 KiB
C++

#include "exterior.hpp"
#include <OgreEntity.h>
#include <OgreLight.h>
#include <OgreSceneNode.h>
#include <OgreCamera.h>
#include <OgreSceneManager.h>
#include <components/nifogre/ogre_nif_loader.hpp>
#include "mwscene.hpp"
using namespace MWRender;
using namespace Ogre;
using namespace ESMS;
bool ExteriorCellRender::lightConst = false;
float ExteriorCellRender::lightConstValue = 0.0f;
bool ExteriorCellRender::lightLinear = true;
int ExteriorCellRender::lightLinearMethod = 1;
float ExteriorCellRender::lightLinearValue = 3;
float ExteriorCellRender::lightLinearRadiusMult = 1;
bool ExteriorCellRender::lightQuadratic = false;
int ExteriorCellRender::lightQuadraticMethod = 2;
float ExteriorCellRender::lightQuadraticValue = 16;
float ExteriorCellRender::lightQuadraticRadiusMult = 1;
bool ExteriorCellRender::lightOutQuadInLin = false;
// start inserting a new reference.
void ExteriorCellRender::insertBegin (ESM::CellRef &ref)
{
assert (!insert);
// Create and place scene node for this object
insert = base->createChildSceneNode();
const float *f = ref.pos.pos;
insert->setPosition(f[0], f[1], f[2]);
insert->setScale(ref.scale, ref.scale, ref.scale);
// Convert MW rotation to a quaternion:
f = ref.pos.rot;
// Rotate around X axis
Quaternion xr(Radian(-f[0]), Vector3::UNIT_X);
// Rotate around Y axis
Quaternion yr(Radian(-f[1]), Vector3::UNIT_Y);
// Rotate around Z axis
Quaternion zr(Radian(-f[2]), Vector3::UNIT_Z);
// Rotates first around z, then y, then x
insert->setOrientation(xr*yr*zr);
}
void ExteriorCellRender::rotateMesh(Ogre::Vector3 axis, Ogre::Radian angle, std::string sceneNodeName[], int elements)
{
assert(insert);
Ogre::SceneNode *parent = insert;
//std::cout << "ELEMENTS:" << elements;
for (int i = 0; i < elements; i++){
if(sceneNodeName[i] != "" && parent->getChild(sceneNodeName[i]))
parent = dynamic_cast<Ogre::SceneNode*> (parent->getChild(sceneNodeName[i]));
}
parent->rotate(axis, angle);
}
void ExteriorCellRender::insertMesh(const std::string &mesh, Ogre::Vector3 vec, Ogre::Vector3 axis, Ogre::Radian angle, std::string sceneNodeName, std::string sceneParent[], int elements){
assert (insert);
//insert->
Ogre::SceneNode *parent = insert;
for (int i = 0; i < elements; i++){
if(sceneParent[i] != "" && parent->getChild(sceneParent[i]))
parent = dynamic_cast<Ogre::SceneNode*> (parent->getChild(sceneParent[i]));
}
npcPart = parent->createChildSceneNode(sceneNodeName);
NIFLoader::load(mesh);
MovableObject *ent = scene.getMgr()->createEntity(mesh);
npcPart->translate(vec);
npcPart->rotate(axis, angle);
// npcPart->translate(vec);
//npcPart->rotate(axis, angle);
npcPart->attachObject(ent);
//npcPart->
}
// insert a mesh related to the most recent insertBegin call.
void ExteriorCellRender::insertMesh(const std::string &mesh)
{
assert (insert);
NIFLoader::load(mesh);
MovableObject *ent = scene.getMgr()->createEntity(mesh);
insert->attachObject(ent);
}
// insert a light related to the most recent insertBegin call.
void ExteriorCellRender::insertLight(float r, float g, float b, float radius)
{
assert (insert);
Ogre::Light *light = scene.getMgr()->createLight();
light->setDiffuseColour (r, g, b);
float cval=0.0f, lval=0.0f, qval=0.0f;
if(lightConst)
cval = lightConstValue;
if(!lightOutQuadInLin)
{
if(lightLinear)
radius *= lightLinearRadiusMult;
if(lightQuadratic)
radius *= lightQuadraticRadiusMult;
if(lightLinear)
lval = lightLinearValue / pow(radius, lightLinearMethod);
if(lightQuadratic)
qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
}
else
{
// FIXME:
// Do quadratic or linear, depending if we're in an exterior or interior
// cell, respectively. Ignore lightLinear and lightQuadratic.
}
light->setAttenuation(10*radius, cval, lval, qval);
insert->attachObject(light);
}
// finish inserting a new reference and return a handle to it.
std::string ExteriorCellRender::insertEnd (bool enable)
{
assert (insert);
std::string handle = insert->getName();
if (!enable)
insert->setVisible (false);
insert = 0;
return handle;
}
// configure lighting according to cell
void ExteriorCellRender::configureAmbient()
{
ambientColor.setAsABGR (cell.cell->ambi.ambient);
setAmbientMode();
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
Ogre::Light *light = scene.getMgr()->createLight();
Ogre::ColourValue colour;
colour.setAsABGR (cell.cell->ambi.sunlight);
light->setDiffuseColour (colour);
light->setType(Ogre::Light::LT_DIRECTIONAL);
light->setDirection(0,-1,0);
}
// configure fog according to cell
void ExteriorCellRender::configureFog()
{
Ogre::ColourValue color;
color.setAsABGR (cell.cell->ambi.fog);
float high = 4500 + 9000 * (1-cell.cell->ambi.fogDensity);
float low = 200;
scene.getMgr()->setFog (FOG_LINEAR, color, 0, low, high);
scene.getCamera()->setFarClipDistance (high + 10);
scene.getViewport()->setBackgroundColour (color);
}
void ExteriorCellRender::setAmbientMode()
{
switch (ambientMode)
{
case 0:
scene.getMgr()->setAmbientLight(ambientColor);
break;
case 1:
scene.getMgr()->setAmbientLight(0.7f*ambientColor + 0.3f*ColourValue(1,1,1));
break;
case 2:
scene.getMgr()->setAmbientLight(ColourValue(1,1,1));
break;
}
}
void ExteriorCellRender::show()
{
base = scene.getRoot()->createChildSceneNode();
configureAmbient();
configureFog();
insertCell(cell, mEnvironment);
}
void ExteriorCellRender::hide()
{
if(base)
base->setVisible(false);
}
void ExteriorCellRender::destroy()
{
if(base)
{
base->removeAndDestroyAllChildren();
scene.getMgr()->destroySceneNode(base);
}
base = NULL;
}
// Switch through lighting modes.
void ExteriorCellRender::toggleLight()
{
if (ambientMode==2)
ambientMode = 0;
else
++ambientMode;
switch (ambientMode)
{
case 0: std::cout << "Setting lights to normal\n"; break;
case 1: std::cout << "Turning the lights up\n"; break;
case 2: std::cout << "Turning the lights to full\n"; break;
}
setAmbientMode();
}
void ExteriorCellRender::enable (const std::string& handle)
{
if (!handle.empty())
scene.getMgr()->getSceneNode (handle)->setVisible (true);
}
void ExteriorCellRender::disable (const std::string& handle)
{
if (!handle.empty())
scene.getMgr()->getSceneNode (handle)->setVisible (false);
}
void ExteriorCellRender::deleteObject (const std::string& handle)
{
if (!handle.empty())
{
Ogre::SceneNode *node = scene.getMgr()->getSceneNode (handle);
node->removeAndDestroyAllChildren();
scene.getMgr()->destroySceneNode (node);
}
}