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