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openmw-tes3mp/apps/openmw/mwrender/renderingmanager.cpp

191 lines
5.4 KiB
C++

#include "renderingmanager.hpp"
#include <stdexcept>
#include <osg/io_utils>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/Group>
#include <osgViewer/Viewer>
#include <components/sceneutil/util.hpp>
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#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/esm/loadcell.hpp>
#include "sky.hpp"
#include "effectmanager.hpp"
namespace MWRender
{
class StateUpdater : public SceneUtil::StateSetUpdater
{
public:
virtual void setDefaults(osg::StateSet *stateset)
{
osg::LightModel* lightModel = new osg::LightModel;
stateset->setAttribute(lightModel, osg::StateAttribute::ON);
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor*)
{
osg::LightModel* lightModel = static_cast<osg::LightModel*>(stateset->getAttribute(osg::StateAttribute::LIGHTMODEL));
lightModel->setAmbientIntensity(mAmbientColor);
}
void setAmbientColor(osg::Vec4f col)
{
mAmbientColor = col;
}
private:
osg::Vec4f mAmbientColor;
};
RenderingManager::RenderingManager(osgViewer::Viewer &viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem)
: mViewer(viewer)
, mRootNode(rootNode)
, mResourceSystem(resourceSystem)
{
osg::ref_ptr<SceneUtil::LightManager> lightRoot = new SceneUtil::LightManager;
lightRoot->setStartLight(1);
mRootNode->addChild(lightRoot);
mObjects.reset(new Objects(mResourceSystem, lightRoot));
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mSky.reset(new SkyManager(mRootNode, resourceSystem->getSceneManager()));
mEffectManager.reset(new EffectManager(mRootNode, mResourceSystem));
mViewer.setLightingMode(osgViewer::View::NO_LIGHT);
osg::ref_ptr<osg::LightSource> source = new osg::LightSource;
mSunLight = new osg::Light;
source->setLight(mSunLight);
mSunLight->setDiffuse(osg::Vec4f(0,0,0,1));
mSunLight->setAmbient(osg::Vec4f(0,0,0,1));
mSunLight->setConstantAttenuation(1.f);
lightRoot->addChild(source);
mRootNode->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
mRootNode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
mRootNode->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON);
mStateUpdater = new StateUpdater;
mRootNode->addUpdateCallback(mStateUpdater);
// for consistent benchmarks against the ogre branch. remove later
osg::CullStack::CullingMode cullingMode = viewer.getCamera()->getCullingMode();
cullingMode &= ~(osg::CullStack::SMALL_FEATURE_CULLING);
viewer.getCamera()->setCullingMode( cullingMode );
double fovy, aspect, zNear, zFar;
mViewer.getCamera()->getProjectionMatrixAsPerspective(fovy, aspect, zNear, zFar);
fovy = 55.f;
mViewer.getCamera()->setProjectionMatrixAsPerspective(fovy, aspect, zNear, zFar);
}
RenderingManager::~RenderingManager()
{
}
MWRender::Objects& RenderingManager::getObjects()
{
return *mObjects.get();
}
MWRender::Actors& RenderingManager::getActors()
{
throw std::runtime_error("unimplemented");
}
Resource::ResourceSystem* RenderingManager::getResourceSystem()
{
return mResourceSystem;
}
void RenderingManager::setAmbientColour(const osg::Vec4f &colour)
{
mStateUpdater->setAmbientColor(colour);
}
void RenderingManager::configureAmbient(const ESM::Cell *cell)
{
setAmbientColour(SceneUtil::colourFromRGB(cell->mAmbi.mAmbient));
mSunLight->setDiffuse(SceneUtil::colourFromRGB(cell->mAmbi.mSunlight));
mSunLight->setDirection(osg::Vec3f(1.f,-1.f,-1.f));
}
void RenderingManager::setSunColour(const osg::Vec4f &colour)
{
mSunLight->setDiffuse(colour);
}
void RenderingManager::setSunDirection(const osg::Vec3f &direction)
{
mSunLight->setDirection(direction*-1);
mSky->setSunDirection(direction*-1);
}
osg::Vec3f RenderingManager::getEyePos()
{
osg::Vec3d eye = mViewer.getCameraManipulator()->getMatrix().getTrans();
return eye;
}
void RenderingManager::removeCell(const MWWorld::CellStore *store)
{
mObjects->removeCell(store);
}
void RenderingManager::setSkyEnabled(bool enabled)
{
mSky->setEnabled(enabled);
}
void RenderingManager::configureFog(float fogDepth, const osg::Vec4f &colour)
{
mViewer.getCamera()->setClearColor(colour);
}
SkyManager* RenderingManager::getSkyManager()
{
return mSky.get();
}
void RenderingManager::update(float dt, bool paused)
{
mObjects->update(dt);
mEffectManager->update(dt);
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mSky->update(dt);
}
void RenderingManager::spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale)
{
mEffectManager->addEffect(model, texture, worldPosition, scale);
}
void RenderingManager::notifyWorldSpaceChanged()
{
mEffectManager->clear();
//mWater->clearRipples();
}
void RenderingManager::clear()
{
//mLocalMap->clear();
notifyWorldSpaceChanged();
}
}