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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 07:23:51 +00:00
Some naming changes
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parent
0f4adc39b3
commit
0d3338f867
4 changed files with 34 additions and 35 deletions
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@ -24,10 +24,10 @@ bool Objects::lightOutQuadInLin = false;
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int Objects::uniqueID = 0;
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void Objects::setMwRoot(Ogre::SceneNode* root){
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mwRoot = root;
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mMwRoot = root;
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}
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void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_){
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Ogre::SceneNode* root = mwRoot;
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Ogre::SceneNode* root = mMwRoot;
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Ogre::SceneNode* cellnode;
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if(mCellSceneNodes.find(ptr.getCell()) == mCellSceneNodes.end())
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{
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@ -13,7 +13,7 @@ class Objects{
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OEngine::Render::OgreRenderer &mRend;
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std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
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std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mSG;
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Ogre::SceneNode* mwRoot;
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Ogre::SceneNode* mMwRoot;
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bool isStatic;
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static int uniqueID;
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static bool lightConst;
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@ -22,10 +22,10 @@ namespace MWRender {
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RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine)
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:rend(_rend), objects(rend), mDebugging(engine)
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:mRendering(_rend), mObjects(mRendering), mDebugging(engine)
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{
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rend.createScene("PlayerCam", 55, 5);
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mSkyManager = MWRender::SkyManager::create(rend.getWindow(), rend.getCamera(), resDir);
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mRendering.createScene("PlayerCam", 55, 5);
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mSkyManager = MWRender::SkyManager::create(mRendering.getWindow(), mRendering.getCamera(), resDir);
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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@ -38,21 +38,21 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = rend.getScene()->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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objects.setMwRoot(mwRoot);
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SceneNode *rt = mRendering.getScene()->getRootSceneNode();
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mMwRoot = rt->createChildSceneNode();
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mMwRoot->pitch(Degree(-90));
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mObjects.setMwRoot(mMwRoot);
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//used to obtain ingame information of ogre objects (which are faced or selected)
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mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
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mRaySceneQuery = mRendering.getScene()->createRayQuery(Ray());
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Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode ("player");
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Ogre::SceneNode *playerNode = mMwRoot->createChildSceneNode ("player");
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playerNode->pitch(Degree(90));
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Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
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Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
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cameraPitchNode->attachObject(rend.getCamera());
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cameraPitchNode->attachObject(mRendering.getCamera());
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mPlayer = new MWRender::Player (rend.getCamera(), playerNode);
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mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
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}
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RenderingManager::~RenderingManager ()
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@ -62,25 +62,25 @@ RenderingManager::~RenderingManager ()
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}
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MWRender::Npcs& RenderingManager::getNPCs(){
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return npcs;
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return mNpcs;
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}
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MWRender::Objects& RenderingManager::getObjects(){
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return objects;
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return mObjects;
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}
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MWRender::Creatures& RenderingManager::getCreatures(){
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return creatures;
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return mCreatures;
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}
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MWRender::Player& RenderingManager::getPlayer(){
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return (*mPlayer);
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}
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void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){
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objects.removeCell(store);
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mObjects.removeCell(store);
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}
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void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store)
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{
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objects.buildStaticGeometry (*store);
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mObjects.buildStaticGeometry (*store);
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}
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void RenderingManager::addObject (const MWWorld::Ptr& ptr){
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@ -91,7 +91,7 @@ void RenderingManager::addObject (const MWWorld::Ptr& ptr){
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}
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void RenderingManager::removeObject (const MWWorld::Ptr& ptr)
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{
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if (!objects.deleteObject (ptr))
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if (!mObjects.deleteObject (ptr))
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{
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/// \todo delete non-object MW-references
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}
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@ -100,7 +100,7 @@ void RenderingManager::removeObject (const MWWorld::Ptr& ptr)
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void RenderingManager::moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position)
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{
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/// \todo move this to the rendering-subsystems
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rend.getScene()->getSceneNode (ptr.getRefData().getHandle())->
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mRendering.getScene()->getSceneNode (ptr.getRefData().getHandle())->
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setPosition (position);
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}
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@ -166,9 +166,9 @@ void RenderingManager::configureFog(ESMS::CellStore<MWWorld::RefData> &mCell)
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float high = 4500 + 9000 * (1-mCell.cell->ambi.fogDensity);
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float low = 200;
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rend.getScene()->setFog (FOG_LINEAR, color, 0, low, high);
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rend.getCamera()->setFarClipDistance (high + 10);
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rend.getViewport()->setBackgroundColour (color);
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mRendering.getScene()->setFog (FOG_LINEAR, color, 0, low, high);
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mRendering.getCamera()->setFarClipDistance (high + 10);
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mRendering.getViewport()->setBackgroundColour (color);
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}
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void RenderingManager::setAmbientMode()
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@ -177,17 +177,17 @@ void RenderingManager::setAmbientMode()
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{
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case 0:
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rend.getScene()->setAmbientLight(mAmbientColor);
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mRendering.getScene()->setAmbientLight(mAmbientColor);
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break;
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case 1:
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rend.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
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mRendering.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
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break;
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case 2:
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rend.getScene()->setAmbientLight(ColourValue(1,1,1));
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mRendering.getScene()->setAmbientLight(ColourValue(1,1,1));
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break;
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}
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}
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@ -199,7 +199,7 @@ void RenderingManager::configureAmbient(ESMS::CellStore<MWWorld::RefData> &mCell
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// Create a "sun" that shines light downwards. It doesn't look
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// completely right, but leave it for now.
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Ogre::Light *light = rend.getScene()->createLight();
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Ogre::Light *light = mRendering.getScene()->createLight();
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Ogre::ColourValue colour;
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colour.setAsABGR (mCell.cell->ambi.sunlight);
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light->setDiffuseColour (colour);
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@ -109,11 +109,10 @@ class RenderingManager: private RenderingInterface {
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void setAmbientMode();
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SkyManager* mSkyManager;
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OEngine::Render::OgreRenderer &rend;
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Ogre::Camera* camera;
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MWRender::Npcs npcs;
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MWRender::Creatures creatures;
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MWRender::Objects objects;
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OEngine::Render::OgreRenderer &mRendering;
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MWRender::Npcs mNpcs;
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MWRender::Creatures mCreatures;
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MWRender::Objects mObjects;
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// 0 normal, 1 more bright, 2 max
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int mAmbientMode;
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@ -123,10 +122,10 @@ class RenderingManager: private RenderingInterface {
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/// Root node for all objects added to the scene. This is rotated so
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/// that the OGRE coordinate system matches that used internally in
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/// Morrowind.
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Ogre::SceneNode *mwRoot;
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Ogre::SceneNode *mMwRoot;
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Ogre::RaySceneQuery *mRaySceneQuery;
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OEngine::Physic::PhysicEngine* eng;
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OEngine::Physic::PhysicEngine* mPhysicsEngine;
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MWRender::Player *mPlayer;
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MWRender::Debugging mDebugging;
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