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commit
4597295e20
@ -1,43 +1,22 @@
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#ifndef _GAME_RENDER_CELL_H
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#define _GAME_RENDER_CELL_H
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#ifndef GAME_RENDER_CELL_H
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#define GAME_RENDER_CELL_H
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#include <string>
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namespace ESM
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{
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class CellRef;
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}
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namespace ESMS
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namespace MWRender
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{
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class CellStore;
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}
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namespace MWRender
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{
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/// Base class for cell render, that implements inserting references into a cell in a
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/// cell type- and render-engine-independent way.
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class CellRender
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{
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public:
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CellRender() {}
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virtual ~CellRender() {}
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/// start inserting a new reference.
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virtual void insertBegin (const ESM::CellRef &ref) = 0;
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh) = 0;
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class CellRender
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{
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public:
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius) = 0;
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virtual ~CellRender() {};
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd() = 0;
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void insertCell(const ESMS::CellStore &cell);
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};
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/// Make the cell visible. Load the cell if necessary.
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virtual void show() = 0;
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/// Remove the cell from rendering, but don't remove it from
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/// memory.
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virtual void hide() = 0;
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};
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}
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#endif
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@ -0,0 +1,44 @@
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#ifndef _GAME_RENDER_CELLIMP_H
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#define _GAME_RENDER_CELLIMP_H
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#include <string>
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namespace ESM
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{
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class CellRef;
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}
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namespace ESMS
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{
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class CellStore;
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}
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namespace MWRender
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{
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/// Base class for cell render, that implements inserting references into a cell in a
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/// cell type- and render-engine-independent way.
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class CellRenderImp
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{
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public:
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CellRenderImp() {}
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virtual ~CellRenderImp() {}
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/// start inserting a new reference.
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virtual void insertBegin (const ESM::CellRef &ref) = 0;
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh) = 0;
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius) = 0;
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd() = 0;
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void insertCell(const ESMS::CellStore &cell);
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};
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}
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#endif
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@ -0,0 +1,61 @@
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#include "world.hpp"
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#include "components/bsa/bsa_archive.hpp"
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#include "components/engine/ogre/renderer.hpp"
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#include "apps/openmw/mwrender/sky.hpp"
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#include "apps/openmw/mwrender/interior.hpp"
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namespace OMW
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{
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World::World (Render::OgreRenderer& renderer, const boost::filesystem::path& dataDir,
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const std::string& master, const std::string& startCell)
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: mSkyManager (0), mScene (renderer), mPlayerPos (mScene.getCamera())
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{
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boost::filesystem::path masterPath (dataDir);
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masterPath /= master;
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std::cout << "Loading ESM " << masterPath.string() << "\n";
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// This parses the ESM file and loads a sample cell
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mEsm.open (masterPath.file_string());
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mStore.load (mEsm);
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mInteriors[startCell].loadInt (startCell, mStore, mEsm);
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std::cout << "\nSetting up cell rendering\n";
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// This connects the cell data with the rendering scene.
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mActiveCells.insert (std::make_pair (&mInteriors[startCell],
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new MWRender::InteriorCellRender (mInteriors[startCell], mScene)));
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// Load the cell and insert it into the renderer
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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iter->second->show();
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// Optionally enable the sky
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// if (mEnableSky)
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// mpSkyManager = MWRender::SkyManager::create(renderer.getWindow(), mScene.getCamera());
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}
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World::~World()
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{
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for (CellRenderCollection::iterator iter (mActiveCells.begin());
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iter!=mActiveCells.end(); ++iter)
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delete iter->second;
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for (CellRenderCollection::iterator iter (mBufferedCells.begin());
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iter!=mBufferedCells.end(); ++iter)
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delete iter->second;
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delete mSkyManager;
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}
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MWRender::PlayerPos& World::getPlayerPos()
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{
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return mPlayerPos;
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}
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}
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@ -0,0 +1,59 @@
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#ifndef WORLD_H
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#define WORLD_H
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#include <vector>
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#include <map>
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#include <boost/filesystem.hpp>
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#include "components/esm_store/cell_store.hpp"
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#include "apps/openmw/mwrender/playerpos.hpp"
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#include "apps/openmw/mwrender/mwscene.hpp"
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namespace Render
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{
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class OgreRenderer;
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}
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namespace MWRender
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{
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class SkyManager;
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class CellRender;
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}
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namespace OMW
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{
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/// \brief The game world and its visual representation
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class World
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{
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typedef std::map<ESMS::CellStore *, MWRender::CellRender *> CellRenderCollection;
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MWRender::SkyManager* mSkyManager;
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MWRender::MWScene mScene;
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MWRender::PlayerPos mPlayerPos;
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CellRenderCollection mActiveCells;
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CellRenderCollection mBufferedCells; // loaded, but not active (buffering not implementd yet)
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ESM::ESMReader mEsm;
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ESMS::ESMStore mStore;
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std::map<std::string, ESMS::CellStore> mInteriors;
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// not implemented
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World (const World&);
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World& operator= (const World&);
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public:
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World (Render::OgreRenderer& renderer, const boost::filesystem::path& master,
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const std::string& dataDir, const std::string& startCell);
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~World();
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MWRender::PlayerPos& getPlayerPos();
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};
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}
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#endif
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