Merge branch 'master' of https://github.com/zinnschlag/openmw.git into inventoryGUI

Conflicts:
	apps/openmw/CMakeLists.txt
actorid
gugus 13 years ago
commit a38db39e88

@ -0,0 +1,123 @@
Bitstream Vera Fonts Copyright
The fonts have a generous copyright, allowing derivative works (as
long as "Bitstream" or "Vera" are not in the names), and full
redistribution (so long as they are not *sold* by themselves). They
can be be bundled, redistributed and sold with any software.
The fonts are distributed under the following copyright:
Copyright
=========
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream
Vera is a trademark of Bitstream, Inc.
Permission is hereby granted, free of charge, to any person obtaining
a copy of the fonts accompanying this license ("Fonts") and associated
documentation files (the "Font Software"), to reproduce and distribute
the Font Software, including without limitation the rights to use,
copy, merge, publish, distribute, and/or sell copies of the Font
Software, and to permit persons to whom the Font Software is furnished
to do so, subject to the following conditions:
The above copyright and trademark notices and this permission notice
shall be included in all copies of one or more of the Font Software
typefaces.
The Font Software may be modified, altered, or added to, and in
particular the designs of glyphs or characters in the Fonts may be
modified and additional glyphs or characters may be added to the
Fonts, only if the fonts are renamed to names not containing either
the words "Bitstream" or the word "Vera".
This License becomes null and void to the extent applicable to Fonts
or Font Software that has been modified and is distributed under the
"Bitstream Vera" names.
The Font Software may be sold as part of a larger software package but
no copy of one or more of the Font Software typefaces may be sold by
itself.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
Except as contained in this notice, the names of Gnome, the Gnome
Foundation, and Bitstream Inc., shall not be used in advertising or
otherwise to promote the sale, use or other dealings in this Font
Software without prior written authorization from the Gnome Foundation
or Bitstream Inc., respectively. For further information, contact:
fonts at gnome dot org.
Copyright FAQ
=============
1. I don't understand the resale restriction... What gives?
Bitstream is giving away these fonts, but wishes to ensure its
competitors can't just drop the fonts as is into a font sale system
and sell them as is. It seems fair that if Bitstream can't make money
from the Bitstream Vera fonts, their competitors should not be able to
do so either. You can sell the fonts as part of any software package,
however.
2. I want to package these fonts separately for distribution and
sale as part of a larger software package or system. Can I do so?
Yes. A RPM or Debian package is a "larger software package" to begin
with, and you aren't selling them independently by themselves.
See 1. above.
3. Are derivative works allowed?
Yes!
4. Can I change or add to the font(s)?
Yes, but you must change the name(s) of the font(s).
5. Under what terms are derivative works allowed?
You must change the name(s) of the fonts. This is to ensure the
quality of the fonts, both to protect Bitstream and Gnome. We want to
ensure that if an application has opened a font specifically of these
names, it gets what it expects (though of course, using fontconfig,
substitutions could still could have occurred during font
opening). You must include the Bitstream copyright. Additional
copyrights can be added, as per copyright law. Happy Font Hacking!
6. If I have improvements for Bitstream Vera, is it possible they might get
adopted in future versions?
Yes. The contract between the Gnome Foundation and Bitstream has
provisions for working with Bitstream to ensure quality additions to
the Bitstream Vera font family. Please contact us if you have such
additions. Note, that in general, we will want such additions for the
entire family, not just a single font, and that you'll have to keep
both Gnome and Jim Lyles, Vera's designer, happy! To make sense to add
glyphs to the font, they must be stylistically in keeping with Vera's
design. Vera cannot become a "ransom note" font. Jim Lyles will be
providing a document describing the design elements used in Vera, as a
guide and aid for people interested in contributing to Vera.
7. I want to sell a software package that uses these fonts: Can I do so?
Sure. Bundle the fonts with your software and sell your software
with the fonts. That is the intent of the copyright.
8. If applications have built the names "Bitstream Vera" into them,
can I override this somehow to use fonts of my choosing?
This depends on exact details of the software. Most open source
systems and software (e.g., Gnome, KDE, etc.) are now converting to
use fontconfig (see www.fontconfig.org) to handle font configuration,
selection and substitution; it has provisions for overriding font
names and subsituting alternatives. An example is provided by the
supplied local.conf file, which chooses the family Bitstream Vera for
"sans", "serif" and "monospace". Other software (e.g., the XFree86
core server) has other mechanisms for font substitution.

@ -4,9 +4,6 @@ if (APPLE)
set(APP_BUNDLE_NAME "${CMAKE_PROJECT_NAME}.app")
set(APP_BUNDLE_DIR "${OpenMW_BINARY_DIR}/${APP_BUNDLE_NAME}")
# using 10.6 sdk
set(CMAKE_OSX_SYSROOT "/Developer/SDKs/MacOSX10.6.sdk")
endif (APPLE)
# Macros
@ -27,11 +24,17 @@ set (OPENMW_VERSION "${OPENMW_VERSION_MAJOR}.${OPENMW_VERSION_MINOR}.${OPENMW_VE
configure_file ("${OpenMW_SOURCE_DIR}/Docs/mainpage.hpp.cmake" "${OpenMW_SOURCE_DIR}/Docs/mainpage.hpp")
option(MYGUI_STATIC "Link static build of Mygui into the binaries" FALSE)
option(OGRE_STATIC "Link static build of Ogre and Ogre Plugins into the binaries" FALSE)
# Apps and tools
option(BUILD_ESMTOOL "build ESM inspector" ON)
option(BUILD_LAUNCHER "build Launcher" ON)
option(BUILD_MWINIIMPORTER "build MWiniImporter" ON)
# Sound source selection
option(USE_AUDIERE "use Audiere for sound" OFF)
option(USE_FFMPEG "use ffmpeg for sound" OFF)
option(USE_AUDIERE "use audiere for sound" OFF)
option(USE_MPG123 "use mpg123 + libsndfile for sound" ON)
find_program(DPKG_PROGRAM dpkg DOC "dpkg program of Debian-based systems")
@ -99,6 +102,7 @@ set(OENGINE_OGRE
${LIBDIR}/openengine/ogre/renderer.cpp
${LIBDIR}/openengine/ogre/mouselook.cpp
${LIBDIR}/openengine/ogre/fader.cpp
${LIBDIR}/openengine/ogre/imagerotate.cpp
)
set(OENGINE_GUI
${LIBDIR}/openengine/gui/events.cpp
@ -120,54 +124,41 @@ set(OENGINE_BULLET
${LIBDIR}/openengine/bullet/BulletShapeLoader.h
)
# Sound setup
if (USE_AUDIERE)
set(MANGLE_SOUND_OUTPUT
${LIBDIR}/mangle/sound/sources/audiere_source.cpp
${LIBDIR}/mangle/sound/sources/sample_reader.cpp
${LIBDIR}/mangle/stream/clients/audiere_file.cpp)
find_package(Audiere REQUIRED)
set(SOUND_INPUT_INCLUDES ${AUDIERE_INCLUDE_DIR})
set(SOUND_INPUT_LIBRARY ${AUDIERE_LIBRARY})
set(SOUND_DEFINE -DOPENMW_USE_AUDIERE)
endif (USE_AUDIERE)
set(OENGINE_ALL ${OENGINE_OGRE} ${OENGINE_GUI} ${OENGINE_BULLET})
source_group(libs\\openengine FILES ${OENGINE_ALL})
set(OPENMW_LIBS ${MANGLE_ALL} ${OENGINE_ALL})
set(OPENMW_LIBS_HEADER)
# Sound setup
set(SOUND_INPUT_INCLUDES "")
set(SOUND_INPUT_LIBRARY "")
set(SOUND_DEFINE "")
if (USE_FFMPEG)
set(MANGLE_SOUND_OUTPUT
${LIBDIR}/mangle/sound/sources/ffmpeg_source.cpp)
find_package(FFMPEG REQUIRED)
set(SOUND_INPUT_INCLUDES ${FFMPEG_INCLUDE_DIR})
set(SOUND_INPUT_LIBRARY ${FFMPEG_LIBRARIES})
set(SOUND_DEFINE -DOPENMW_USE_FFMPEG)
set(SOUND_INPUT_INCLUDES ${SOUND_INPUT_INCLUDES} ${FFMPEG_INCLUDE_DIR})
set(SOUND_INPUT_LIBRARY ${SOUND_INPUT_LIBRARY} ${FFMPEG_LIBRARIES})
set(SOUND_DEFINE ${SOUND_DEFINE} -DOPENMW_USE_FFMPEG)
endif (USE_FFMPEG)
if (USE_AUDIERE)
find_package(Audiere REQUIRED)
set(SOUND_INPUT_INCLUDES ${SOUND_INPUT_INCLUDES} ${AUDIERE_INCLUDE_DIR})
set(SOUND_INPUT_LIBRARY ${SOUND_INPUT_LIBRARY} ${AUDIERE_LIBRARY})
set(SOUND_DEFINE ${SOUND_DEFINE} -DOPENMW_USE_AUDIERE)
endif (USE_AUDIERE)
if (USE_MPG123)
set(MANGLE_SOUND_OUTPUT
${LIBDIR}/mangle/sound/sources/mpg123_source.cpp
${LIBDIR}/mangle/sound/sources/libsndfile.cpp
${LIBDIR}/mangle/sound/sources/sample_reader.cpp)
find_package(MPG123 REQUIRED)
find_package(SNDFILE REQUIRED)
set(SOUND_INPUT_INCLUDES ${MPG123_INCLUDE_DIR} ${SNDFILE_INCLUDE_DIR})
set(SOUND_INPUT_LIBRARY ${MPG123_LIBRARY} ${SNDFILE_LIBRARY})
set(SOUND_DEFINE -DOPENMW_USE_MPG123)
set(SOUND_INPUT_INCLUDES ${SOUND_INPUT_INCLUDES} ${MPG123_INCLUDE_DIR} ${SNDFILE_INCLUDE_DIR})
set(SOUND_INPUT_LIBRARY ${SOUND_INPUT_LIBRARY} ${MPG123_LIBRARY} ${SNDFILE_LIBRARY})
set(SOUND_DEFINE ${SOUND_DEFINE} -DOPENMW_USE_MPG123)
endif (USE_MPG123)
set(OENGINE_SOUND
# Mangle and OEngine sound files are sort of intertwined, so put
# them together here
${LIBDIR}/openengine/sound/sndmanager.cpp
${LIBDIR}/mangle/sound/outputs/openal_out.cpp
${MANGLE_SOUND_OUTPUT}
)
set(OENGINE_ALL ${OENGINE_OGRE} ${OENGINE_GUI} ${OENGINE_SOUND} ${OENGINE_BULLET})
source_group(libs\\openengine FILES ${OENGINE_ALL})
set(OPENMW_LIBS ${MANGLE_ALL} ${OENGINE_ALL})
set(OPENMW_LIBS_HEADER)
# Platform specific
if (WIN32)
set(Boost_USE_STATIC_LIBS ON)
set(PLATFORM_INCLUDE_DIR "platform")
add_definitions(-DBOOST_ALL_NO_LIB)
else (WIN32)
@ -185,7 +176,7 @@ endif (APPLE)
# Dependencies
# Fix for not visible pthreads functions for linker with glibc 2.15
# Fix for not visible pthreads functions for linker with glibc 2.15
if (UNIX AND NOT APPLE)
find_package (Threads)
endif()
@ -206,6 +197,7 @@ ENDIF(WIN32)
ENDIF(OGRE_STATIC)
include_directories("."
${OGRE_INCLUDE_DIR} ${OGRE_INCLUDE_DIR}/Ogre ${OGRE_INCLUDE_DIR}/OGRE ${OGRE_PLUGIN_INCLUDE_DIRS}
${OGRE_Terrain_INCLUDE_DIR}
${OIS_INCLUDE_DIRS} ${Boost_INCLUDE_DIR}
${PLATFORM_INCLUDE_DIR}
${MYGUI_INCLUDE_DIRS}
@ -225,6 +217,7 @@ if(APPLE)
"Plugin_ParticleFX")
endif(APPLE)
add_subdirectory( files/)
add_subdirectory( files/mygui )
# Specify build paths
@ -237,6 +230,12 @@ endif (APPLE)
# Other files
configure_file(${OpenMW_SOURCE_DIR}/files/settings-default.cfg
"${OpenMW_BINARY_DIR}/settings-default.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/transparency-overrides.cfg
"${OpenMW_BINARY_DIR}/transparency-overrides.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.cfg.local
"${OpenMW_BINARY_DIR}/openmw.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.cfg
@ -250,6 +249,9 @@ endif (WIN32)
if (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
configure_file(${OpenMW_SOURCE_DIR}/files/plugins.cfg.linux
"${OpenMW_BINARY_DIR}/plugins.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.desktop
"${OpenMW_BINARY_DIR}/openmw.desktop")
endif()
if (APPLE)
@ -263,8 +265,14 @@ if (APPLE)
"${APP_BUNDLE_DIR}/Contents/Resources/OpenMW.icns" COPYONLY)
# prepare plugins
if (${CMAKE_BUILD_TYPE} MATCHES "Release" OR
${CMAKE_BUILD_TYPE} MATCHES "RelWithDebugInfo")
if (${CMAKE_BUILD_TYPE} MATCHES "Release")
set(OPENMW_RELEASE_BUILD 1)
endif()
if (${CMAKE_BUILD_TYPE} MATCHES "RelWithDebugInfo")
set(OPENMW_RELEASE_BUILD 1)
endif()
if (${OPENMW_RELEASE_BUILD})
set(OGRE_PLUGIN_DIR ${OGRE_PLUGIN_DIR_REL})
else()
set(OGRE_PLUGIN_DIR ${OGRE_PLUGIN_DIR_DBG})
@ -280,7 +288,16 @@ endif (APPLE)
# Compiler settings
if (CMAKE_COMPILER_IS_GNUCC)
add_definitions (-Wall -Wextra -Wno-unused-parameter -Wno-unused-but-set-parameter -Wno-reorder)
add_definitions (-Wall -Wextra -Wno-unused-parameter -Wno-reorder)
# Silence warnings in OGRE headers. Remove once OGRE got fixed!
add_definitions (-Wno-ignored-qualifiers)
execute_process(COMMAND ${CMAKE_C_COMPILER} -dumpversion
OUTPUT_VARIABLE GCC_VERSION)
if ("${GCC_VERSION}" VERSION_GREATER 4.6 OR "${GCC_VERSION}" VERSION_EQUAL 4.6)
add_definitions (-Wno-unused-but-set-parameter)
endif("${GCC_VERSION}" VERSION_GREATER 4.6 OR "${GCC_VERSION}" VERSION_EQUAL 4.6)
endif (CMAKE_COMPILER_IS_GNUCC)
if(DPKG_PROGRAM)
@ -298,10 +315,12 @@ if(DPKG_PROGRAM)
endif()
#Install icon and desktop file
INSTALL(FILES "${OpenMW_SOURCE_DIR}/files/openmw.desktop" DESTINATION "share/applications/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.desktop" DESTINATION "share/applications/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/apps/launcher/resources/images/openmw.png" DESTINATION "share/pixmaps/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
#Install global configuration files
INSTALL(FILES "${OpenMW_BINARY_DIR}/settings-default.cfg" DESTINATION "../etc/openmw/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/transparency-overrides.cfg" DESTINATION "../etc/openmw/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.cfg.install" DESTINATION "../etc/openmw/" RENAME "openmw.cfg" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/plugins.cfg" DESTINATION "../etc/openmw/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
@ -319,7 +338,7 @@ if(DPKG_PROGRAM)
Data files from the original game is required to run it.")
SET(CPACK_DEBIAN_PACKAGE_NAME "openmw")
SET(CPACK_DEBIAN_PACKAGE_VERSION "${VERSION_STRING}")
SET(CPACK_PACKAGE_EXECUTABLES "openmw;OpenMW esmtool;Esmtool omwlauncher;OMWLauncher")
SET(CPACK_PACKAGE_EXECUTABLES "openmw;OpenMW esmtool;Esmtool omwlauncher;OMWLauncher mwiniimporter;MWiniImporter")
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "nvidia-cg-toolkit (>= 2.1), libboost-filesystem1.46.1 (>= 1.46.1), libboost-program-options1.46.1 (>= 1.46.1), libboost-system1.46.1 (>= 1.46.1), libboost-thread1.46.1 (>= 1.46.1), libc6 (>= 2.11.2), libfreetype6 (>= 2.2.1), libgcc1 (>= 1:4.1.1), libmpg123-0 (>= 1.12.1), libois-1.3.0 (>= 1.3.0), libopenal1 (>= 1:1.12.854), libsndfile1 (>= 1.0.23), libstdc++6 (>= 4.4.5), libuuid1 (>= 2.17.2), libqtgui4 (>= 4.7.0)")
SET(CPACK_DEBIAN_PACKAGE_SECTION "Games")
@ -340,6 +359,10 @@ if(WIN32)
FILE(GLOB files "${OpenMW_BINARY_DIR}/Release/*.*")
INSTALL(FILES ${files} DESTINATION ".")
INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.cfg.install" DESTINATION "." RENAME "openmw.cfg")
INSTALL(FILES
"${OpenMW_SOURCE_DIR}/readme.txt"
"${OpenMW_BINARY_DIR}/settings-default.cfg"
DESTINATION ".")
INSTALL(DIRECTORY "${OpenMW_BINARY_DIR}/resources" DESTINATION ".")
SET(CPACK_GENERATOR "NSIS")
@ -349,7 +372,12 @@ if(WIN32)
SET(CPACK_PACKAGE_VERSION_MAJOR ${OPENMW_VERSION_MAJOR})
SET(CPACK_PACKAGE_VERSION_MINOR ${OPENMW_VERSION_MINO})
SET(CPACK_PACKAGE_VERSION_PATCH ${OPENMW_VERSION_RELEASE})
SET(CPACK_PACKAGE_EXECUTABLES "openmw;OpenMW;esmtool;Esmtool;omwlauncher;OpenMW Launcher")
SET(CPACK_PACKAGE_EXECUTABLES "openmw;OpenMW;omwlauncher;OpenMW Launcher")
SET(CPACK_NSIS_CREATE_ICONS_EXTRA "CreateShortCut '\$SMPROGRAMS\\\\$STARTMENU_FOLDER\\\\Readme.lnk' '\$INSTDIR\\\\readme.txt'")
SET(CPACK_NSIS_DELETE_ICONS_EXTRA "
!insertmacro MUI_STARTMENU_GETFOLDER Application $MUI_TEMP
Delete \\\"$SMPROGRAMS\\\\$MUI_TEMP\\\\Readme.lnk\\\"
")
SET(CPACK_PACKAGE_DESCRIPTION_FILE "${OpenMW_SOURCE_DIR}/readme.txt")
SET(CPACK_RESOURCE_FILE_LICENSE "${OpenMW_SOURCE_DIR}/GPL3.txt")
SET(CPACK_NSIS_EXECUTABLES_DIRECTORY ".")
@ -393,16 +421,18 @@ add_subdirectory (components)
# Apps and tools
add_subdirectory( apps/openmw )
option(BUILD_ESMTOOL "build ESM inspector" ON)
if (BUILD_ESMTOOL)
add_subdirectory( apps/esmtool )
endif()
option(BUILD_LAUNCHER "build Launcher inspector" ON)
if (BUILD_LAUNCHER)
add_subdirectory( apps/launcher )
endif()
if (BUILD_MWINIIMPORTER)
add_subdirectory( apps/mwiniimporter )
endif()
if (WIN32)
if (MSVC)
if (USE_DEBUG_CONSOLE)
@ -492,6 +522,7 @@ if (APPLE)
install(FILES "${OpenMW_BINARY_DIR}/openmw.cfg.install" RENAME "openmw.cfg" DESTINATION "${INSTALL_SUBDIR}" COMPONENT Runtime)
install(FILES "${OpenMW_BINARY_DIR}/plugins.cfg" DESTINATION "${INSTALL_SUBDIR}" COMPONENT Runtime)
install(FILES "${OpenMW_BINARY_DIR}/launcher.qss" DESTINATION "${INSTALL_SUBDIR}" COMPONENT Runtime)
set(CPACK_GENERATOR "DragNDrop")
set(CPACK_PACKAGE_VERSION ${OPENMW_VERSION})

@ -0,0 +1,93 @@
Copyright (c) 2010, 2011 Georg Duffner (http://www.georgduffner.at)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

@ -95,5 +95,5 @@ else()
"${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/launcher.qss")
configure_file(${CMAKE_SOURCE_DIR}/files/launcher.cfg
"${CMAKE_RUNTIME_OUTPUT_DIRECTORY}launcher.cfg")
"${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/launcher.cfg")
endif()

@ -225,7 +225,7 @@ void DataFilesPage::setupDataFiles()
msgBox.setIcon(QMessageBox::Warning);
msgBox.setStandardButtons(QMessageBox::Cancel);
msgBox.setText(tr("<br><b>Could not find the Data Files location</b><br><br> \
The directory containing the Data Files was not found.<br><br> \
The directory containing the data files was not found.<br><br> \
Press \"Browse...\" to specify the location manually.<br>"));
QAbstractButton *dirSelectButton =
@ -1057,16 +1057,8 @@ void DataFilesPage::writeConfig(QString profile)
return;
}
// Prepare the OpenMW config
QString config = QString::fromStdString((mCfgMgr.getLocalPath() / "openmw.cfg").string());
QFile file(config);
if (!file.exists()) {
config = QString::fromStdString((mCfgMgr.getUserPath() / "openmw.cfg").string());
}
// Open the config as a QFile
file.setFileName(config);
// Open the OpenMW config as a QFile
QFile file(QString::fromStdString((mCfgMgr.getUserPath() / "openmw.cfg").string()));
if (!file.open(QIODevice::ReadWrite | QIODevice::Text)) {
// File cannot be opened or created

@ -45,9 +45,28 @@ MainDialog::MainDialog()
setWindowFlags(this->windowFlags() & ~Qt::WindowContextHelpButtonHint);
setMinimumSize(QSize(575, 575));
// Install the stylesheet font
QFile file;
QFontDatabase fontDatabase;
const QStringList fonts = fontDatabase.families();
// Check if the font is installed
if (!fonts.contains("EB Garamond")) {
QString font = QString::fromStdString((mCfgMgr.getGlobalDataPath() / "resources/mygui/EBGaramond-Regular.ttf").string());
file.setFileName(font);
if (!file.exists()) {
font = QString::fromStdString((mCfgMgr.getLocalPath() / "resources/mygui/EBGaramond-Regular.ttf").string());
}
fontDatabase.addApplicationFont(font);
}
// Load the stylesheet
QString config = QString::fromStdString((mCfgMgr.getGlobalDataPath() / "resources/launcher.qss").string());
QFile file(config);
file.setFileName(config);
if (!file.exists()) {
file.setFileName(QString::fromStdString((mCfgMgr.getLocalPath() / "launcher.qss").string()));
@ -175,6 +194,7 @@ void MainDialog::play()
QDir dir(QCoreApplication::applicationDirPath());
QString game = dir.absoluteFilePath("openmw");
QFile file(game);
game = "\"" + game + "\"";
#else
QString game = "./openmw";
QFile file(game);

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@ -0,0 +1,20 @@
set(MWINIIMPORT
main.cpp
importer.cpp
)
set(MWINIIMPORT_HEADER
importer.hpp
)
source_group(launcher FILES ${MWINIIMPORT} ${MWINIIMPORT_HEADER})
add_executable(mwiniimport
${MWINIIMPORT}
)
target_link_libraries(mwiniimport
${Boost_LIBRARIES}
components
)

@ -0,0 +1,216 @@
#include "importer.hpp"
#include <boost/iostreams/device/file.hpp>
#include <boost/iostreams/stream.hpp>
#include <iostream>
#include <string>
#include <map>
#include <vector>
#include <algorithm>
#include <sstream>
MwIniImporter::MwIniImporter() {
const char *map[][2] =
{
{ "fps", "General:Show FPS" },
{ "nosound", "General:Disable Audio" },
{ 0, 0 }
};
const char *fallback[] = {
"Weather:Sunrise Time",
"Weather:Sunset Time",
0
};
for(int i=0; map[i][0]; i++) {
mMergeMap.insert(std::make_pair<std::string, std::string>(map[i][0], map[i][1]));
}
for(int i=0; fallback[i]; i++) {
mMergeFallback.push_back(fallback[i]);
}
}
void MwIniImporter::setVerbose(bool verbose) {
mVerbose = verbose;
}
std::string MwIniImporter::numberToString(int n) {
std::stringstream str;
str << n;
return str.str();
}
MwIniImporter::multistrmap MwIniImporter::loadIniFile(std::string filename) {
std::cout << "load ini file: " << filename << std::endl;
std::string section("");
MwIniImporter::multistrmap map;
boost::iostreams::stream<boost::iostreams::file_source>file(filename.c_str());
std::string line;
while (std::getline(file, line)) {
if(line[0] == '[') {
if(line.length() > 2) {
section = line.substr(1, line.length()-3);
}
continue;
}
int comment_pos = line.find(";");
if(comment_pos > 0) {
line = line.substr(0,comment_pos);
}
if(line.empty()) {
continue;
}
int pos = line.find("=");
if(pos < 1) {
continue;
}
std::string key(section + ":" + line.substr(0,pos));
std::string value(line.substr(pos+1));
multistrmap::iterator it;
if((it = map.find(key)) == map.end()) {
map.insert( std::make_pair<std::string, std::vector<std::string> > (key, std::vector<std::string>() ) );
}
map[key].push_back(value);
}
return map;
}
MwIniImporter::multistrmap MwIniImporter::loadCfgFile(std::string filename) {
std::cout << "load cfg file: " << filename << std::endl;
MwIniImporter::multistrmap map;
boost::iostreams::stream<boost::iostreams::file_source>file(filename.c_str());
std::string line;
while (std::getline(file, line)) {
// we cant say comment by only looking at first char anymore
int comment_pos = line.find("#");
if(comment_pos > 0) {
line = line.substr(0,comment_pos);
}
if(line.empty()) {
continue;
}
int pos = line.find("=");
if(pos < 1) {
continue;
}
std::string key(line.substr(0,pos));
std::string value(line.substr(pos+1));
multistrmap::iterator it;
if((it = map.find(key)) == map.end()) {
map.insert( std::make_pair<std::string, std::vector<std::string> > (key, std::vector<std::string>() ) );
}
map[key].push_back(value);
}
return map;
}
void MwIniImporter::merge(multistrmap &cfg, multistrmap &ini) {
multistrmap::iterator cfgIt;
multistrmap::iterator iniIt;
for(strmap::iterator it=mMergeMap.begin(); it!=mMergeMap.end(); it++) {
if((iniIt = ini.find(it->second)) != ini.end()) {
for(std::vector<std::string>::iterator vc = iniIt->second.begin(); vc != iniIt->second.end(); vc++) {
cfg.erase(it->first);
insertMultistrmap(cfg, it->first, *vc);
}
}
}
}
void MwIniImporter::mergeFallback(multistrmap &cfg, multistrmap &ini) {
cfg.erase("fallback");
multistrmap::iterator cfgIt;
multistrmap::iterator iniIt;
for(std::vector<std::string>::iterator it=mMergeFallback.begin(); it!=mMergeFallback.end(); it++) {
if((iniIt = ini.find(*it)) != ini.end()) {
for(std::vector<std::string>::iterator vc = iniIt->second.begin(); vc != iniIt->second.end(); vc++) {
std::string value(*it);
std::replace( value.begin(), value.end(), ' ', '_' );
std::replace( value.begin(), value.end(), ':', '_' );
value.append(",").append(vc->substr(0,vc->length()-1));
insertMultistrmap(cfg, "fallback", value);
}
}
}
};
void MwIniImporter::insertMultistrmap(multistrmap &cfg, std::string key, std::string value) {
multistrmap::iterator it = cfg.find(key);
if(it == cfg.end()) {
cfg.insert(std::make_pair<std::string, std::vector<std::string> >(key, std::vector<std::string>() ));
}
cfg[key].push_back(value);
}
void MwIniImporter::importGameFiles(multistrmap &cfg, multistrmap &ini) {
std::vector<std::string> esmFiles;
std::vector<std::string> espFiles;
std::string baseGameFile("Game Files:GameFile");
std::string gameFile("");
multistrmap::iterator it = ini.begin();
for(int i=0; it != ini.end(); i++) {
gameFile = baseGameFile;
gameFile.append(this->numberToString(i));
it = ini.find(gameFile);
if(it == ini.end()) {
break;
}
for(std::vector<std::string>::iterator entry = it->second.begin(); entry!=it->second.end(); entry++) {
std::string filetype(entry->substr(entry->length()-4, 3));
std::transform(filetype.begin(), filetype.end(), filetype.begin(), ::tolower);
if(filetype.compare("esm") == 0) {
esmFiles.push_back(*entry);
}
else if(filetype.compare("esp") == 0) {
espFiles.push_back(*entry);
}
}
gameFile = "";
}
cfg.erase("master");
cfg.insert( std::make_pair<std::string, std::vector<std::string> > ("master", std::vector<std::string>() ) );
for(std::vector<std::string>::iterator it=esmFiles.begin(); it!=esmFiles.end(); it++) {
cfg["master"].push_back(*it);
}
cfg.erase("plugin");
cfg.insert( std::make_pair<std::string, std::vector<std::string> > ("plugin", std::vector<std::string>() ) );
for(std::vector<std::string>::iterator it=espFiles.begin(); it!=espFiles.end(); it++) {
cfg["plugin"].push_back(*it);
}
}
void MwIniImporter::writeToFile(boost::iostreams::stream<boost::iostreams::file_sink> &out, multistrmap &cfg) {
for(multistrmap::iterator it=cfg.begin(); it != cfg.end(); it++) {
for(std::vector<std::string>::iterator entry=it->second.begin(); entry != it->second.end(); entry++) {
out << (it->first) << "=" << (*entry) << std::endl;
}
}
}

@ -0,0 +1,34 @@
#ifndef MWINIIMPORTER_IMPORTER
#define MWINIIMPORTER_IMPORTER 1
#include <boost/iostreams/device/file.hpp>
#include <boost/iostreams/stream.hpp>
#include <string>
#include <map>
#include <vector>
#include <exception>
class MwIniImporter {
public:
typedef std::map<std::string, std::string> strmap;
typedef std::map<std::string, std::vector<std::string> > multistrmap;
MwIniImporter();
void setVerbose(bool verbose);
multistrmap loadIniFile(std::string filename);
multistrmap loadCfgFile(std::string filename);
void merge(multistrmap &cfg, multistrmap &ini);
void mergeFallback(multistrmap &cfg, multistrmap &ini);
void importGameFiles(multistrmap &cfg, multistrmap &ini);
void writeToFile(boost::iostreams::stream<boost::iostreams::file_sink> &out, multistrmap &cfg);
private:
void insertMultistrmap(multistrmap &cfg, std::string key, std::string value);
std::string numberToString(int n);
bool mVerbose;
strmap mMergeMap;
std::vector<std::string> mMergeFallback;
};
#endif

@ -0,0 +1,75 @@
#include "importer.hpp"
#include <iostream>
#include <string>
#include <boost/program_options.hpp>
#include <boost/filesystem.hpp>
namespace bpo = boost::program_options;
int main(int argc, char *argv[]) {
bpo::options_description desc("Syntax: mwiniimporter <options> inifile configfile\nAllowed options");
bpo::positional_options_description p_desc;
desc.add_options()
("help,h", "produce help message")
("verbose,v", "verbose output")
("ini,i", bpo::value<std::string>(), "morrowind.ini file")
("cfg,c", bpo::value<std::string>(), "openmw.cfg file")
("output,o", bpo::value<std::string>()->default_value(""), "openmw.cfg file")
("game-files,g", "import esm and esp files")
;
p_desc.add("ini", 1).add("cfg", 1);
bpo::variables_map vm;
bpo::parsed_options parsed = bpo::command_line_parser(argc, argv)
.options(desc)
.positional(p_desc)
.run();
bpo::store(parsed, vm);
if(vm.count("help") || !vm.count("ini") || !vm.count("cfg")) {
std::cout << desc;
return 0;
}
bpo::notify(vm);
std::string iniFile = vm["ini"].as<std::string>();
std::string cfgFile = vm["cfg"].as<std::string>();
// if no output is given, write back to cfg file
std::string outputFile(vm["output"].as<std::string>());
if(vm["output"].defaulted()) {
outputFile = vm["cfg"].as<std::string>();
}
if(!boost::filesystem::exists(iniFile)) {
std::cerr << "ini file does not exist" << std::endl;
return -3;
}
if(!boost::filesystem::exists(cfgFile)) {
std::cerr << "cfg file does not exist" << std::endl;
return -4;
}
MwIniImporter importer;
importer.setVerbose(vm.count("verbose"));
MwIniImporter::multistrmap ini = importer.loadIniFile(iniFile);
MwIniImporter::multistrmap cfg = importer.loadCfgFile(cfgFile);
importer.merge(cfg, ini);
importer.mergeFallback(cfg, ini);
if(vm.count("game-files")) {
importer.importGameFiles(cfg, ini);
}
std::cout << "write to: " << outputFile << std::endl;
boost::iostreams::stream<boost::iostreams::file_sink> file(outputFile);
importer.writeToFile(file, cfg);
return 0;
}

@ -15,7 +15,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
renderinginterface localmap
renderinginterface localmap occlusionquery terrain terrainmaterial water shadows shaderhelper
)
add_openmw_dir (mwinput
@ -25,6 +25,7 @@ add_openmw_dir (mwinput
add_openmw_dir (mwgui
layouts text_input widgets race class birth review window_manager console dialogue
dialogue_history window_base stats_window messagebox journalwindow charactercreation container
map_window window_pinnable_base cursorreplace
)
add_openmw_dir (mwdialogue
@ -39,7 +40,7 @@ add_openmw_dir (mwscript
)
add_openmw_dir (mwsound
soundmanager
soundmanager openal_output audiere_decoder mpgsnd_decoder ffmpeg_decoder
)
add_openmw_dir (mwworld
@ -54,7 +55,7 @@ add_openmw_dir (mwclass
)
add_openmw_dir (mwmechanics
mechanicsmanager stat creaturestats magiceffects movement
mechanicsmanager stat creaturestats magiceffects movement actors drawstate spells
)
# Main executable
@ -82,6 +83,7 @@ add_definitions(${SOUND_DEFINE})
target_link_libraries(openmw
${OGRE_LIBRARIES}
${OGRE_Terrain_LIBRARY}
${OGRE_STATIC_PLUGINS}
${OIS_LIBRARIES}
${Boost_LIBRARIES}
@ -89,7 +91,7 @@ target_link_libraries(openmw
${SOUND_INPUT_LIBRARY}
${BULLET_LIBRARIES}
${MYGUI_LIBRARIES}
MyGUI.OgrePlatform #TODO MyGUI ogre platform is not added by the find script
${MYGUI_PLATFORM_LIBRARIES}
components
)

@ -20,6 +20,8 @@
#include <components/esm/esm_reader.hpp>
#include <components/files/fixedpath.hpp>
#include <components/files/configurationmanager.hpp>
#include <components/settings/settings.hpp>
#include <components/nifoverrides/nifoverrides.hpp>
#include <components/nifbullet/bullet_nif_loader.hpp>
#include <components/nifogre/ogre_nif_loader.hpp>
@ -27,6 +29,7 @@
#include "mwinput/inputmanager.hpp"
#include "mwgui/window_manager.hpp"
#include "mwgui/cursorreplace.hpp"
#include "mwscript/scriptmanager.hpp"
#include "mwscript/compilercontext.hpp"
@ -82,12 +85,20 @@ void OMW::Engine::updateFocusReport (float duration)
if (!handle.empty())
{
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
// the faced handle is not updated immediately, so on a cell change it might
// point to an object that doesn't exist anymore
// therefore, we are catching the "Unknown Ogre handle" exception that occurs in this case
try
{
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
if (!ptr.isEmpty()){
name = MWWorld::Class::get (ptr).getName (ptr);
if (!ptr.isEmpty()){
name = MWWorld::Class::get (ptr).getName (ptr);
}
}
catch (std::runtime_error& e)
{}
}
if (name!=mFocusName)
@ -115,13 +126,12 @@ bool OMW::Engine::frameRenderingQueued (const Ogre::FrameEvent& evt)
{
mEnvironment.mFrameDuration = evt.timeSinceLastFrame;
// update input
mEnvironment.mInputManager->update();
// sound
if (mUseSound)
{
mEnvironment.mSoundManager->playPlaylist();
mEnvironment.mSoundManager->update (evt.timeSinceLastFrame);
}
// update GUI
Ogre::RenderWindow* window = mOgre->getWindow();
@ -152,7 +162,8 @@ bool OMW::Engine::frameRenderingQueued (const Ogre::FrameEvent& evt)
// update actors
std::vector<std::pair<std::string, Ogre::Vector3> > movement;
mEnvironment.mMechanicsManager->update (movement);
mEnvironment.mMechanicsManager->update (movement, mEnvironment.mFrameDuration,
mEnvironment.mWindowManager->getMode()!=MWGui::GM_Game);
if (mEnvironment.mWindowManager->getMode()==MWGui::GM_Game)
mEnvironment.mWorld->doPhysics (movement, mEnvironment.mFrameDuration);
@ -208,13 +219,18 @@ OMW::Engine::~Engine()
void OMW::Engine::loadBSA()
{
const Files::MultiDirCollection& bsa = mFileCollections.getCollection (".bsa");
std::string dataDirectory;
for (Files::MultiDirCollection::TIter iter(bsa.begin()); iter!=bsa.end(); ++iter)
{
std::cout << "Adding " << iter->second.string() << std::endl;
Bsa::addBSA(iter->second.string());
}
dataDirectory = iter->second.parent_path().string();
const Files::PathContainer& dataDirs = mFileCollections.getPaths();
std::string dataDirectory;
for (Files::PathContainer::const_iterator iter = dataDirs.begin(); iter != dataDirs.end(); ++iter)
{
dataDirectory = iter->string();
std::cout << "Data dir " << dataDirectory << std::endl;
Bsa::addDir(dataDirectory, mFSStrict);
}
@ -312,6 +328,36 @@ void OMW::Engine::go()
{
boost::filesystem::create_directories(configPath);
}
// Create the settings manager and load default settings file
Settings::Manager settings;
const std::string localdefault = mCfgMgr.getLocalPath().string() + "/settings-default.cfg";
const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/settings-default.cfg";
// prefer local
if (boost::filesystem::exists(localdefault))
settings.loadDefault(localdefault);
else if (boost::filesystem::exists(globaldefault))
settings.loadDefault(globaldefault);
// load user settings if they exist, otherwise just load the default settings as user settings
const std::string settingspath = mCfgMgr.getUserPath().string() + "/settings.cfg";
if (boost::filesystem::exists(settingspath))
settings.loadUser(settingspath);
else if (boost::filesystem::exists(localdefault))
settings.loadUser(localdefault);
else if (boost::filesystem::exists(globaldefault))
settings.loadUser(globaldefault);
mFpsLevel = settings.getInt("fps", "HUD");
// load nif overrides
NifOverrides::Overrides nifOverrides;
if (boost::filesystem::exists(mCfgMgr.getLocalPath().string() + "/transparency-overrides.cfg"))
nifOverrides.loadTransparencyOverrides(mCfgMgr.getLocalPath().string() + "/transparency-overrides.cfg");
else if (boost::filesystem::exists(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg"))
nifOverrides.loadTransparencyOverrides(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg");
mOgre->configure(!boost::filesystem::is_regular_file(mCfgMgr.getOgreConfigPath()),
mCfgMgr.getOgreConfigPath().string(),
mCfgMgr.getLogPath().string(),
@ -319,16 +365,25 @@ void OMW::Engine::go()
// This has to be added BEFORE MyGUI is initialized, as it needs
// to find core.xml here.
//addResourcesDirectory(mResDir);
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "gbuffer");
addResourcesDirectory(mResDir / "shadows");
// Create the window
mOgre->createWindow("OpenMW");
loadBSA();
// cursor replacer (converts the cursor from the bsa so they can be used by mygui)
MWGui::CursorReplace replacer;
// Create the world
mEnvironment.mWorld = new MWWorld::World (*mOgre, mFileCollections, mMaster,
mResDir, mNewGame, mEnvironment, mEncoding);
mResDir, mNewGame, mEnvironment, mEncoding, mFallbackMap);
// Create window manager - this manages all the MW-specific GUI windows
MWScript::registerExtensions (mExtensions);
@ -337,10 +392,7 @@ void OMW::Engine::go()
mExtensions, mFpsLevel, mNewGame, mOgre, mCfgMgr.getLogPath().string() + std::string("/"));
// Create sound system
mEnvironment.mSoundManager = new MWSound::SoundManager(mOgre->getRoot(),
mOgre->getCamera(),
mDataDirs,
mUseSound, mFSStrict, mEnvironment);
mEnvironment.mSoundManager = new MWSound::SoundManager(mUseSound, mEnvironment);
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full,
@ -405,6 +457,9 @@ void OMW::Engine::go()
// Start the main rendering loop
mOgre->start();
// Save user settings
settings.saveUser(settingspath);
std::cout << "Quitting peacefully.\n";
}
@ -418,10 +473,21 @@ void OMW::Engine::activate()
if (handle.empty())
return;
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
// the faced handle is not updated immediately, so on a cell change it might
// point to an object that doesn't exist anymore
// therefore, we are catching the "Unknown Ogre handle" exception that occurs in this case
MWWorld::Ptr ptr;
try
{
ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
if (ptr.isEmpty())
if (ptr.isEmpty())
return;
}
catch (std::runtime_error&)
{
return;
}
MWScript::InterpreterContext interpreterContext (mEnvironment,
&ptr.getRefData().getLocals(), ptr);
@ -487,3 +553,8 @@ void OMW::Engine::setEncoding(const std::string& encoding)
{
mEncoding = encoding;
}
void OMW::Engine::setFallbackValues(std::map<std::string,std::string> fallbackMap)
{
mFallbackMap = fallbackMap;
}

@ -76,6 +76,7 @@ namespace OMW
bool mReportFocus;
float mFocusTDiff;
std::string mFocusName;
std::map<std::string,std::string> mFallbackMap;
MWWorld::Environment mEnvironment;
Compiler::Extensions mExtensions;
@ -163,6 +164,8 @@ namespace OMW
void setAnimationVerbose(bool animverbose);
void setFallbackValues(std::map<std::string,std::string> map);
private:
Files::ConfigurationManager& mCfgMgr;
};

@ -54,6 +54,41 @@ inline boost::filesystem::path lexical_cast<boost::filesystem::path, std::string
using namespace std;
struct FallbackMap {
std::map<std::string,std::string> mMap;
};
void validate(boost::any &v, std::vector<std::string> const &tokens, FallbackMap*, int)
{
if(v.empty())
{
v = boost::any(FallbackMap());
}
FallbackMap *map = boost::any_cast<FallbackMap>(&v);
std::map<std::string,std::string>::iterator mapIt;
for(std::vector<std::string>::const_iterator it=tokens.begin(); it != tokens.end(); it++)
{
int sep = it->find(",");
if(sep < 1 || sep == (int)it->length()-1)
#if (BOOST_VERSION < 104200)
throw boost::program_options::validation_error("invalid value");
#else
throw boost::program_options::validation_error(boost::program_options::validation_error::invalid_option_value);
#endif
std::string key(it->substr(0,sep));
std::string value(it->substr(sep+1));
if((mapIt = map->mMap.find(key)) == map->mMap.end())
{
map->mMap.insert(std::make_pair<std::string,std::string>(key,value));
}
}
}
/**
* \brief Parses application command line and calls \ref Cfg::ConfigurationManager
* to parse configuration files.
@ -92,39 +127,40 @@ bool parseOptions (int argc, char** argv, OMW::Engine& engine, Files::Configurat
("plugin", bpo::value<StringsVector>()->default_value(StringsVector(), "")
->multitoken(), "plugin file(s)")
("fps", boost::program_options::value<int>()->implicit_value(1)
->default_value(0), "fps counter detail (0 = off, 1 = fps counter, 2 = full detail)")
("anim-verbose", boost::program_options::value<bool>()->implicit_value(true)
("anim-verbose", bpo::value<bool>()->implicit_value(true)
->default_value(false), "output animation indices files")
("debug", boost::program_options::value<bool>()->implicit_value(true)
("debug", bpo::value<bool>()->implicit_value(true)
->default_value(false), "debug mode")
("nosound", boost::program_options::value<bool>()->implicit_value(true)
("nosound", bpo::value<bool>()->implicit_value(true)
->default_value(false), "disable all sounds")
("script-verbose", boost::program_options::value<bool>()->implicit_value(true)
("script-verbose", bpo::value<bool>()->implicit_value(true)
->default_value(false), "verbose script output")
("new-game", boost::program_options::value<bool>()->implicit_value(true)
("new-game", bpo::value<bool>()->implicit_value(true)
->default_value(false), "activate char gen/new game mechanics")
("script-all", boost::program_options::value<bool>()->implicit_value(true)
("script-all", bpo::value<bool>()->implicit_value(true)
->default_value(false), "compile all scripts (excluding dialogue scripts) at startup")
("fs-strict", boost::program_options::value<bool>()->implicit_value(true)
("fs-strict", bpo::value<bool>()->implicit_value(true)
->default_value(false), "strict file system handling (no case folding)")
( "encoding", boost::program_options::value<std::string>()->
( "encoding", bpo::value<std::string>()->
default_value("win1252"),
"Character encoding used in OpenMW game messages:\n"
"\n\twin1250 - Central and Eastern European such as Polish, Czech, Slovak, Hungarian, Slovene, Bosnian, Croatian, Serbian (Latin script), Romanian and Albanian languages\n"
"\n\twin1251 - Cyrillic alphabet such as Russian, Bulgarian, Serbian Cyrillic and other languages\n"
"\n\twin1252 - Western European (Latin) alphabet, used by default")
("report-focus", boost::program_options::value<bool>()->implicit_value(true)
("report-focus", bpo::value<bool>()->implicit_value(true)
->default_value(false), "write name of focussed object to cout")
("fallback", bpo::value<FallbackMap>()->default_value(FallbackMap(), "")
->multitoken()->composing(), "fallback values")
;
bpo::parsed_options valid_opts = bpo::command_line_parser(argc, argv)
@ -225,13 +261,13 @@ bool parseOptions (int argc, char** argv, OMW::Engine& engine, Files::Configurat
engine.setNewGame(variables["new-game"].as<bool>());
// other settings
engine.showFPS(variables["fps"].as<int>());
engine.setDebugMode(variables["debug"].as<bool>());
engine.setSoundUsage(!variables["nosound"].as<bool>());
engine.setScriptsVerbosity(variables["script-verbose"].as<bool>());
engine.setCompileAll(variables["script-all"].as<bool>());
engine.setReportFocus(variables["report-focus"].as<bool>());
engine.setAnimationVerbose(variables["anim-verbose"].as<bool>());
engine.setFallbackValues(variables["fallback"].as<FallbackMap>().mMap);
return true;
}

@ -56,7 +56,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Apparatus::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -70,6 +70,14 @@ namespace MWClass
return ref->base->script;
}
int Apparatus::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Apparatus, MWWorld::RefData> *ref =
ptr.get<ESM::Apparatus>();
return ref->base->data.value;
}
void Apparatus::registerSelf()
{
boost::shared_ptr<Class> instance (new Apparatus);

@ -25,6 +25,9 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr) const;

@ -60,7 +60,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Armor::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -160,6 +160,14 @@ namespace MWClass
return ESM::Skill::HeavyArmor;
}
int Armor::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
return ref->base->data.value;
}
void Armor::registerSelf()
{
boost::shared_ptr<Class> instance (new Armor);

@ -40,6 +40,9 @@ namespace MWClass
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -58,7 +58,7 @@ namespace MWClass
{
// TODO implement reading
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -72,6 +72,14 @@ namespace MWClass
return ref->base->script;
}
int Book::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Book, MWWorld::RefData> *ref =
ptr.get<ESM::Book>();
return ref->base->data.value;
}
void Book::registerSelf()
{
boost::shared_ptr<Class> instance (new Book);

@ -25,6 +25,9 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -57,7 +57,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Clothing::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -123,6 +123,14 @@ namespace MWClass
return -1;
}
int Clothing::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Clothing, MWWorld::RefData> *ref =
ptr.get<ESM::Clothing>();
return ref->base->data.value;
}
void Clothing::registerSelf()
{
boost::shared_ptr<Class> instance (new Clothing);

@ -34,6 +34,9 @@ namespace MWClass
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -87,7 +87,7 @@ namespace MWClass
{
// TODO check for key
std::cout << "Locked container" << std::endl;
environment.mSoundManager->playSound3D (ptr, lockedSound, 1.0, 1.0, false);
environment.mSoundManager->playSound3D (ptr, lockedSound, 1.0, 1.0);
return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
}
else
@ -103,7 +103,7 @@ namespace MWClass
{
// Trap activation goes here
std::cout << "Activated trap: " << ptr.getCellRef().trap << std::endl;
environment.mSoundManager->playSound3D (ptr, trapActivationSound, 1.0, 1.0, false);
environment.mSoundManager->playSound3D (ptr, trapActivationSound, 1.0, 1.0);
ptr.getCellRef().trap = "";
return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
}

@ -73,7 +73,7 @@ namespace MWClass
// TODO check for key
// TODO report failure to player (message, sound?). Look up behaviour of original MW.
std::cout << "Locked!" << std::endl;
environment.mSoundManager->playSound3D (ptr, lockedSound, 1.0, 1.0, false);
environment.mSoundManager->playSound3D (ptr, lockedSound, 1.0, 1.0);
return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
}
@ -81,7 +81,7 @@ namespace MWClass
{
// Trap activation
std::cout << "Activated trap: " << ptr.getCellRef().trap << std::endl;
environment.mSoundManager->playSound3D(ptr, trapActivationSound, 1.0, 1.0, false);
environment.mSoundManager->playSound3D(ptr, trapActivationSound, 1.0, 1.0);
ptr.getCellRef().trap = "";
return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
}
@ -110,7 +110,7 @@ namespace MWClass
// TODO return action for rotating the door
// This is a little pointless, but helps with testing
environment.mSoundManager->playSound3D (ptr, openSound, 1.0, 1.0, false);
environment.mSoundManager->playSound3D (ptr, openSound, 1.0, 1.0);
return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
}
}

@ -54,7 +54,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Ingredient::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -68,6 +68,14 @@ namespace MWClass
return ref->base->script;
}
int Ingredient::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Ingredient, MWWorld::RefData> *ref =
ptr.get<ESM::Ingredient>();
return ref->base->data.value;
}
void Ingredient::registerSelf()
{
boost::shared_ptr<Class> instance (new Ingredient);

@ -25,6 +25,9 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -59,7 +59,7 @@ namespace MWClass
if (!ref->base->sound.empty())
{
environment.mSoundManager->playSound3D (ptr, ref->base->sound, 1.0, 1.0, true);
environment.mSoundManager->playSound3D (ptr, ref->base->sound, 1.0, 1.0, MWSound::Play_Loop);
}
}
@ -83,7 +83,7 @@ namespace MWClass
if (!(ref->base->data.flags & ESM::Light::Carry))
return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -110,6 +110,14 @@ namespace MWClass
return std::make_pair (slots, false);
}
int Light::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Light, MWWorld::RefData> *ref =
ptr.get<ESM::Light>();
return ref->base->data.value;
}
void Light::registerSelf()
{
boost::shared_ptr<Class> instance (new Light);

@ -34,6 +34,9 @@ namespace MWClass
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -58,7 +58,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Lockpick::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -81,6 +81,14 @@ namespace MWClass
return std::make_pair (slots, false);
}
int Lockpick::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Tool, MWWorld::RefData> *ref =
ptr.get<ESM::Tool>();
return ref->base->data.value;
}
void Lockpick::registerSelf()
{
boost::shared_ptr<Class> instance (new Lockpick);

@ -29,6 +29,9 @@ namespace MWClass
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -56,7 +56,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Miscellaneous::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -70,6 +70,14 @@ namespace MWClass
return ref->base->script;
}
int Miscellaneous::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Miscellaneous, MWWorld::RefData> *ref =
ptr.get<ESM::Miscellaneous>();
return ref->base->data.value;
}
void Miscellaneous::registerSelf()
{
boost::shared_ptr<Class> instance (new Miscellaneous);

@ -25,6 +25,9 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -53,28 +53,40 @@ namespace MWClass
// NPC stats
if (!ref->base->faction.empty())
{
// TODO research how initial rank is stored. The information in loadnpc.hpp are at
// best very unclear.
data->mNpcStats.mFactionRank[ref->base->faction] = 0;
if(ref->base->npdt52.gold != -10)
{
data->mNpcStats.mFactionRank[ref->base->faction] = (int)ref->base->npdt52.rank;
}
else
{
data->mNpcStats.mFactionRank[ref->base->faction] = (int)ref->base->npdt12.rank;
}
}
for (int i=0; i<27; ++i)
data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
// creature stats
data->mCreatureStats.mAttributes[0].set (ref->base->npdt52.strength);
data->mCreatureStats.mAttributes[1].set (ref->base->npdt52.intelligence);
data->mCreatureStats.mAttributes[2].set (ref->base->npdt52.willpower);
data->mCreatureStats.mAttributes[3].set (ref->base->npdt52.agility);
data->mCreatureStats.mAttributes[4].set (ref->base->npdt52.speed);
data->mCreatureStats.mAttributes[5].set (ref->base->npdt52.endurance);
data->mCreatureStats.mAttributes[6].set (ref->base->npdt52.personality);
data->mCreatureStats.mAttributes[7].set (ref->base->npdt52.luck);
data->mCreatureStats.mDynamic[0].set (ref->base->npdt52.health);
data->mCreatureStats.mDynamic[1].set (ref->base->npdt52.mana);
data->mCreatureStats.mDynamic[2].set (ref->base->npdt52.fatigue);
data->mCreatureStats.mLevel = ref->base->npdt52.level;
if(ref->base->npdt52.gold != -10)
{
for (int i=0; i<27; ++i)
data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
// creature stats
data->mCreatureStats.mAttributes[0].set (ref->base->npdt52.strength);
data->mCreatureStats.mAttributes[1].set (ref->base->npdt52.intelligence);
data->mCreatureStats.mAttributes[2].set (ref->base->npdt52.willpower);
data->mCreatureStats.mAttributes[3].set (ref->base->npdt52.agility);
data->mCreatureStats.mAttributes[4].set (ref->base->npdt52.speed);
data->mCreatureStats.mAttributes[5].set (ref->base->npdt52.endurance);
data->mCreatureStats.mAttributes[6].set (ref->base->npdt52.personality);
data->mCreatureStats.mAttributes[7].set (ref->base->npdt52.luck);
data->mCreatureStats.mDynamic[0].set (ref->base->npdt52.health);
data->mCreatureStats.mDynamic[1].set (ref->base->npdt52.mana);
data->mCreatureStats.mDynamic[2].set (ref->base->npdt52.fatigue);
data->mCreatureStats.mLevel = ref->base->npdt52.level;
}
else
{
//TODO: do something with npdt12 maybe:p
}
// \todo add initial container content
@ -281,7 +293,7 @@ namespace MWClass
void Npc::registerSelf()
{
boost::shared_ptr<Class> instance (new Npc);
std::cout << "class npc:" << typeid (ESM::NPC).name();
registerClass (typeid (ESM::NPC).name(), instance);
}
}

@ -56,7 +56,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Potion::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -70,6 +70,14 @@ namespace MWClass
return ref->base->script;
}
int Potion::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Potion, MWWorld::RefData> *ref =
ptr.get<ESM::Potion>();
return ref->base->data.value;
}
void Potion::registerSelf()
{
boost::shared_ptr<Class> instance (new Potion);

@ -25,6 +25,9 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -57,7 +57,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Probe::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -80,6 +80,14 @@ namespace MWClass
return std::make_pair (slots, false);
}
int Probe::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Probe, MWWorld::RefData> *ref =
ptr.get<ESM::Probe>();
return ref->base->data.value;
}
void Probe::registerSelf()
{
boost::shared_ptr<Class> instance (new Probe);

@ -29,6 +29,9 @@ namespace MWClass
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -56,7 +56,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Repair::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -70,6 +70,14 @@ namespace MWClass
return ref->base->script;
}
int Repair::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Repair, MWWorld::RefData> *ref =
ptr.get<ESM::Repair>();
return ref->base->data.value;
}
void Repair::registerSelf()
{
boost::shared_ptr<Class> instance (new Repair);

@ -25,6 +25,9 @@ namespace MWClass
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -57,7 +57,7 @@ namespace MWClass
boost::shared_ptr<MWWorld::Action> Weapon::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
{
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, false, true);
environment.mSoundManager->playSound3D (ptr, getUpSoundId(ptr, environment), 1.0, 1.0, MWSound::Play_NoTrack);
return boost::shared_ptr<MWWorld::Action> (
new MWWorld::ActionTake (ptr));
@ -139,6 +139,14 @@ namespace MWClass
return -1;
}
int Weapon::getValue (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Weapon, MWWorld::RefData> *ref =
ptr.get<ESM::Weapon>();
return ref->base->data.value;
}
void Weapon::registerSelf()
{
boost::shared_ptr<Class> instance (new Weapon);

@ -40,6 +40,9 @@ namespace MWClass
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.
virtual int getValue (const MWWorld::Ptr& ptr) const;
///< Return trade value of the object. Throws an exception, if the object can't be traded.
static void registerSelf();
virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const;

@ -39,6 +39,9 @@
#include "../mwscript/interpretercontext.hpp"
#include <components/compiler/scriptparser.hpp>
#include "../mwclass/npc.hpp"
#include "../mwmechanics/npcstats.hpp"
namespace
{
std::string toLower (const std::string& name)
@ -109,16 +112,15 @@ namespace
switch (world.getGlobalVariableType (name))
{
case 's':
return selectCompare (comp, value, world.getGlobalVariable (name).mShort);
return selectCompare (comp, world.getGlobalVariable (name).mShort, value);
case 'l':
return selectCompare (comp, value, world.getGlobalVariable (name).mLong);
return selectCompare (comp, world.getGlobalVariable (name).mLong, value);
case 'f':
return selectCompare (comp, value, world.getGlobalVariable (name).mFloat);
return selectCompare (comp, world.getGlobalVariable (name).mFloat, value);
case ' ':
@ -178,7 +180,17 @@ namespace MWDialogue
break;
case 46://Same faction
if(!selectCompare<int,int>(comp,0,select.i)) return false;
{
MWMechanics::NpcStats PCstats = MWWorld::Class::get(mEnvironment.mWorld->getPlayer().getPlayer()).getNpcStats(mEnvironment.mWorld->getPlayer().getPlayer());
MWMechanics::NpcStats NPCstats = MWWorld::Class::get(actor).getNpcStats(actor);
int sameFaction = 0;
if(!NPCstats.mFactionRank.empty())
{
std::string NPCFaction = NPCstats.mFactionRank.begin()->first;
if(PCstats.mFactionRank.find(NPCFaction) != PCstats.mFactionRank.end()) sameFaction = 1;
}
if(!selectCompare<int,int>(comp,sameFaction,select.i)) return false;
}
break;
case 48://Detected
@ -190,7 +202,6 @@ namespace MWDialogue
break;
case 50://choice
if(choice)
{
if(!selectCompare<int,int>(comp,mChoice,select.i)) return false;
@ -270,7 +281,7 @@ namespace MWDialogue
{
case '1': // function
return true; // TODO implement functions
return true; // Done elsewhere.
case '2': // global
@ -444,9 +455,6 @@ namespace MWDialogue
if (toLower (info.actor)!=MWWorld::Class::get (actor).getId (actor))
return false;
//PC Faction
if(!info.pcFaction.empty()) return false;
//NPC race
if (!info.race.empty())
{
@ -474,26 +482,37 @@ namespace MWDialogue
//NPC faction
if (!info.npcFaction.empty())
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> *cellRef = actor.get<ESM::NPC>();
if (!cellRef)
return false;
if (toLower (info.npcFaction)!=toLower (cellRef->base->faction))
return false;
//check NPC rank
if(cellRef->base->npdt52.gold != -10)
//MWWorld::Class npcClass = MWWorld::Class::get(actor);
MWMechanics::NpcStats stats = MWWorld::Class::get(actor).getNpcStats(actor);
std::map<std::string,int>::iterator it = stats.mFactionRank.find(info.npcFaction);
if(it!=stats.mFactionRank.end())
{
if(cellRef->base->npdt52.rank < info.data.rank) return false;
//check rank
if(it->second < (int)info.data.rank) return false;
}
else
{
if(cellRef->base->npdt12.rank < info.data.rank) return false;
//not in the faction
return false;
}
}
// TODO check player faction
if(!info.pcFaction.empty())
{
MWMechanics::NpcStats stats = MWWorld::Class::get(mEnvironment.mWorld->getPlayer().getPlayer()).getNpcStats(mEnvironment.mWorld->getPlayer().getPlayer());
std::map<std::string,int>::iterator it = stats.mFactionRank.find(info.pcFaction);
if(it!=stats.mFactionRank.end())
{
//check rank
if(it->second < (int)info.data.PCrank) return false;
}
else
{
//not in the faction
return false;
}
}
//check gender
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData>* npc = actor.get<ESM::NPC>();
@ -528,6 +547,13 @@ namespace MWDialogue
mChoice = -1;
mIsInChoice = false;
mCompilerContext.setExtensions (&extensions);
mDialogueMap.clear();
actorKnownTopics.clear();
ESMS::RecListT<ESM::Dialogue>::MapType dialogueList = mEnvironment.mWorld->getStore().dialogs.list;
for(ESMS::RecListT<ESM::Dialogue>::MapType::iterator it = dialogueList.begin(); it!=dialogueList.end();it++)
{
mDialogueMap[it->first] = it->second;
}
}
void DialogueManager::addTopic(std::string topic)
@ -563,13 +589,7 @@ namespace MWDialogue
mActor = actor;
mDialogueMap.clear();
actorKnownTopics.clear();
ESMS::RecListT<ESM::Dialogue>::MapType dialogueList = mEnvironment.mWorld->getStore().dialogs.list;
for(ESMS::RecListT<ESM::Dialogue>::MapType::iterator it = dialogueList.begin(); it!=dialogueList.end();it++)
{
mDialogueMap[it->first] = it->second;
}
//initialise the GUI
mEnvironment.mInputManager->setGuiMode(MWGui::GM_Dialogue);
@ -582,6 +602,7 @@ namespace MWDialogue
//greeting
bool greetingFound = false;
//ESMS::RecListT<ESM::Dialogue>::MapType dialogueList = mEnvironment.mWorld->getStore().dialogs.list;
ESMS::RecListT<ESM::Dialogue>::MapType dialogueList = mEnvironment.mWorld->getStore().dialogs.list;
for(ESMS::RecListT<ESM::Dialogue>::MapType::iterator it = dialogueList.begin(); it!=dialogueList.end();it++)
{
ESM::Dialogue ndialogue = it->second;
@ -656,6 +677,7 @@ namespace MWDialogue
void DialogueManager::executeScript(std::string script)
{
std::cout << script;
std::vector<Interpreter::Type_Code> code;
if(compile(script,code))
{
@ -797,4 +819,19 @@ namespace MWDialogue
mChoiceMap[question] = choice;
mIsInChoice = true;
}
std::string DialogueManager::getFaction()
{
std::string factionID("");
MWMechanics::NpcStats stats = MWWorld::Class::get(mActor).getNpcStats(mActor);
if(stats.mFactionRank.empty())
{
std::cout << "No faction for this actor!";
}
else
{
factionID = stats.mFactionRank.begin()->first;
}
return factionID;
}
}

@ -63,6 +63,9 @@ namespace MWDialogue
void askQuestion(std::string question,int choice);
///get the faction of the actor you are talking with
std::string getFaction();
//calbacks for the GUI
void keywordSelected(std::string keyword);
void goodbyeSelected();

@ -0,0 +1,16 @@
#include "cursorreplace.hpp"
#include <boost/filesystem.hpp>
#include <openengine/ogre/imagerotate.hpp>
#include <OgreResourceGroupManager.h>
#include <OgreRoot.h>
using namespace MWGui;
CursorReplace::CursorReplace()
{
OEngine::Render::ImageRotate::rotate("textures\\tx_cursormove.dds", "mwpointer_vresize.png", 90);
OEngine::Render::ImageRotate::rotate("textures\\tx_cursormove.dds", "mwpointer_dresize1.png", -45);
OEngine::Render::ImageRotate::rotate("textures\\tx_cursormove.dds", "mwpointer_dresize2.png", 45);
}

@ -0,0 +1,16 @@
#ifndef GAME_CURSORREPLACE_H
#define GAME_CURSORREPLACE_H
#include <string>
namespace MWGui
{
/// \brief MyGUI does not support rotating cursors, so we have to do it manually
class CursorReplace
{
public:
CursorReplace();
};
}
#endif

@ -43,9 +43,6 @@ DialogueWindow::DialogueWindow(WindowManager& parWindowManager,MWWorld::Environm
// Centre dialog
center();
//WindowManager *wm = environment.mWindowManager;
setText("NpcName", "Name of character");
//History view
getWidget(history, "History");
history->setOverflowToTheLeft(true);
@ -116,7 +113,8 @@ void DialogueWindow::onSelectTopic(MyGUI::ListBox* _sender, size_t _index)
void DialogueWindow::startDialogue(std::string npcName)
{
setText("NpcName", npcName);
static_cast<MyGUI::Window*>(mMainWidget)->setCaption(npcName);
adjustWindowCaption();
}
void DialogueWindow::setKeywords(std::list<std::string> keyWords)

@ -15,6 +15,27 @@ using namespace MWGui;
HUD::HUD(int width, int height, int fpsLevel)
: Layout("openmw_hud_layout.xml")
, health(NULL)
, magicka(NULL)
, stamina(NULL)
, weapImage(NULL)
, spellImage(NULL)
, weapStatus(NULL)
, spellStatus(NULL)
, effectBox(NULL)
, effect1(NULL)
, minimap(NULL)
, compass(NULL)
, crosshair(NULL)
, fpsbox(NULL)
, fpscounter(NULL)
, trianglecounter(NULL)
, batchcounter(NULL)
, hmsBaseLeft(0)
, weapBoxBaseLeft(0)
, spellBoxBaseLeft(0)
, effectBoxBaseRight(0)
, minimapBoxBaseRight(0)
{
setCoord(0,0, width, height);
@ -22,32 +43,32 @@ HUD::HUD(int width, int height, int fpsLevel)
getWidget(health, "Health");
getWidget(magicka, "Magicka");
getWidget(stamina, "Stamina");
hmsBaseLeft = health->getLeft();
// Item and spell images and status bars
getWidget(weapBox, "WeapBox");
getWidget(weapImage, "WeapImage");
getWidget(weapStatus, "WeapStatus");
weapBoxBaseLeft = weapBox->getLeft();
getWidget(spellBox, "SpellBox");
getWidget(spellImage, "SpellImage");
getWidget(spellStatus, "SpellStatus");
spellBoxBaseLeft = spellBox->getLeft();
getWidget(effectBox, "EffectBox");
getWidget(effect1, "Effect1");
effectBoxBaseRight = effectBox->getRight();
getWidget(minimapBox, "MiniMapBox");
minimapBoxBaseRight = minimapBox->getRight();
getWidget(minimap, "MiniMap");
getWidget(compass, "Compass");
getWidget(crosshair, "Crosshair");
if ( fpsLevel == 2 ){
getWidget(fpsbox, "FPSBoxAdv");
fpsbox->setVisible(true);
getWidget(fpscounter, "FPSCounterAdv");
}else if ( fpsLevel == 1 ){
getWidget(fpsbox, "FPSBox");
fpsbox->setVisible(true);
getWidget(fpscounter, "FPSCounter");
}else{
getWidget(fpscounter, "FPSCounter");
}
setFpsLevel(fpsLevel);
getWidget(trianglecounter, "TriangleCounter");
getWidget(batchcounter, "BatchCounter");
@ -65,6 +86,28 @@ HUD::HUD(int width, int height, int fpsLevel)
LocalMapBase::init(minimap, this);
}
void HUD::setFpsLevel(int level)
{
MyGUI::Widget* fps;
getWidget(fps, "FPSBoxAdv");
fps->setVisible(false);
getWidget(fps, "FPSBox");
fps->setVisible(false);
if (level == 2)
{
getWidget(fpsbox, "FPSBoxAdv");
fpsbox->setVisible(true);
getWidget(fpscounter, "FPSCounterAdv");
}
else if (level == 1)
{
getWidget(fpsbox, "FPSBox");
fpsbox->setVisible(true);
getWidget(fpscounter, "FPSCounter");
}
}
void HUD::setFPS(float fps)
{
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
@ -147,15 +190,21 @@ void HUD::setValue(const std::string& id, const MWMechanics::DynamicStat<int>& v
void HUD::setPlayerDir(const float x, const float y)
{
if (!minimapBox->getVisible() || (x == mLastPositionX && y == mLastPositionY)) return;
MyGUI::ISubWidget* main = compass->getSubWidgetMain();
MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
float angle = std::atan2(x,y);
rotatingSubskin->setAngle(angle);
mLastPositionX = x;
mLastPositionY = y;
}
void HUD::setPlayerPos(const float x, const float y)
{
if (!minimapBox->getVisible() || (x == mLastDirectionX && y == mLastDirectionY)) return;
MyGUI::IntSize size = minimap->getCanvasSize();
MyGUI::IntPoint middle = MyGUI::IntPoint((1/3.f + x/3.f)*size.width,(1/3.f + y/3.f)*size.height);
MyGUI::IntCoord viewsize = minimap->getCoord();
@ -163,110 +212,95 @@ void HUD::setPlayerPos(const float x, const float y)
minimap->setViewOffset(pos);
compass->setPosition(MyGUI::IntPoint(x*512-16, y*512-16));
mLastDirectionX = x;
mLastDirectionY = y;
}
MapWindow::MapWindow()
: Layout("openmw_map_window_layout.xml"), mGlobal(false)
void HUD::setBottomLeftVisibility(bool hmsVisible, bool weapVisible, bool spellVisible)
{
setCoord(500,0,320,300);
setText("WorldButton", "World");
setImage("Compass", "textures\\compass.dds");
// Obviously you should override this later on
setCellName("No Cell Loaded");
getWidget(mLocalMap, "LocalMap");
getWidget(mGlobalMap, "GlobalMap");
getWidget(mPlayerArrow, "Compass");
getWidget(mButton, "WorldButton");
mButton->eventMouseButtonClick += MyGUI::newDelegate(this, &MapWindow::onWorldButtonClicked);
MyGUI::Button* eventbox;
getWidget(eventbox, "EventBox");
eventbox->eventMouseDrag += MyGUI::newDelegate(this, &MapWindow::onMouseDrag);
eventbox->eventMouseButtonPressed += MyGUI::newDelegate(this, &MapWindow::onDragStart);
LocalMapBase::init(mLocalMap, this);
int weapDx = 0, spellDx = 0;
if (!hmsVisible)
spellDx = weapDx = weapBoxBaseLeft - hmsBaseLeft;
if (!weapVisible)
spellDx -= spellBoxBaseLeft - weapBoxBaseLeft;
health->setVisible(hmsVisible);
stamina->setVisible(hmsVisible);
magicka->setVisible(hmsVisible);
weapBox->setPosition(weapBoxBaseLeft - weapDx, weapBox->getTop());
weapBox->setVisible(weapVisible);
spellBox->setPosition(spellBoxBaseLeft - spellDx, spellBox->getTop());
spellBox->setVisible(spellVisible);
}
void MapWindow::setVisible(bool b)
void HUD::setBottomRightVisibility(bool effectBoxVisible, bool minimapBoxVisible)
{
mMainWidget->setVisible(b);
if (b)
mVisible = true;
else
mVisible = false;
// effect box can have variable width -> variable left coordinate
int effectsDx = 0;
if (!minimapBoxVisible)
effectsDx = minimapBoxBaseRight - effectBoxBaseRight;
minimapBox->setVisible(minimapBoxVisible);
effectBox->setPosition(effectBoxBaseRight - effectBox->getWidth() + effectsDx, effectBox->getTop());
effectBox->setVisible(effectBoxVisible);
}
void MapWindow::setCellName(const std::string& cellName)
LocalMapBase::LocalMapBase()
: mCurX(0)
, mCurY(0)
, mInterior(false)
, mFogOfWar(true)
, mLocalMap(NULL)
, mPrefix()
, mChanged(true)
, mLayout(NULL)
, mLastPositionX(0.0f)
, mLastPositionY(0.0f)
, mLastDirectionX(0.0f)
, mLastDirectionY(0.0f)
{
static_cast<MyGUI::Window*>(mMainWidget)->setCaption(cellName);
}
void MapWindow::setPlayerPos(const float x, const float y)
void LocalMapBase::init(MyGUI::ScrollView* widget, OEngine::GUI::Layout* layout)
{
if (mGlobal || mVisible) return;
MyGUI::IntSize size = mLocalMap->getCanvasSize();
MyGUI::IntPoint middle = MyGUI::IntPoint((1/3.f + x/3.f)*size.width,(1/3.f + y/3.f)*size.height);
MyGUI::IntCoord viewsize = mLocalMap->getCoord();
MyGUI::IntPoint pos(0.5*viewsize.width - middle.left, 0.5*viewsize.height - middle.top);
mLocalMap->setViewOffset(pos);
mPlayerArrow->setPosition(MyGUI::IntPoint(x*512-16, y*512-16));
mLocalMap = widget;
mLayout = layout;
}
void MapWindow::setPlayerDir(const float x, const float y)
void LocalMapBase::setCellPrefix(const std::string& prefix)
{
if (!mVisible) return;
MyGUI::ISubWidget* main = mPlayerArrow->getSubWidgetMain();
MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
float angle = std::atan2(x,y);
rotatingSubskin->setAngle(angle);
mPrefix = prefix;
mChanged = true;
}
void MapWindow::onDragStart(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id)
void LocalMapBase::toggleFogOfWar()
{
if (_id!=MyGUI::MouseButton::Left) return;
if (!mGlobal)
mLastDragPos = MyGUI::IntPoint(_left, _top);
mFogOfWar = !mFogOfWar;
applyFogOfWar();
}
void MapWindow::onMouseDrag(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id)
void LocalMapBase::applyFogOfWar()
{
if (_id!=MyGUI::MouseButton::Left) return;
if (!mGlobal)
for (int mx=0; mx<3; ++mx)
{
MyGUI::IntPoint diff = MyGUI::IntPoint(_left, _top) - mLastDragPos;
mLocalMap->setViewOffset( mLocalMap->getViewOffset() + diff );
mLastDragPos = MyGUI::IntPoint(_left, _top);
for (int my=0; my<3; ++my)
{
std::string name = "Map_" + boost::lexical_cast<std::string>(mx) + "_"
+ boost::lexical_cast<std::string>(my);
std::string image = mPrefix+"_"+ boost::lexical_cast<std::string>(mCurX + (mx-1)) + "_"
+ boost::lexical_cast<std::string>(mCurY + (mInterior ? (my-1) : -1*(my-1)));
MyGUI::ImageBox* fog;
mLayout->getWidget(fog, name+"_fog");
fog->setImageTexture(mFogOfWar ?
((MyGUI::RenderManager::getInstance().getTexture(image+"_fog") != 0) ? image+"_fog"
: "black.png" )
: "");
}
}
}
void MapWindow::onWorldButtonClicked(MyGUI::Widget* _sender)
{
mGlobal = !mGlobal;
mGlobalMap->setVisible(mGlobal);
mLocalMap->setVisible(!mGlobal);
mButton->setCaption( mGlobal ? "Local" : "World" );
}
void LocalMapBase::init(MyGUI::ScrollView* widget, OEngine::GUI::Layout* layout)
{
mLocalMap = widget;
mLayout = layout;
}
void LocalMapBase::setCellPrefix(const std::string& prefix)
{
mPrefix = prefix;
mChanged = true;
}
void LocalMapBase::setActiveCell(const int x, const int y, bool interior)
{
if (x==mCurX && y==mCurY && mInterior==interior && !mChanged) return; // don't do anything if we're still in the same cell
@ -282,23 +316,17 @@ void LocalMapBase::setActiveCell(const int x, const int y, bool interior)
MyGUI::ImageBox* box;
mLayout->getWidget(box, name);
MyGUI::ImageBox* fog;
mLayout->getWidget(fog, name+"_fog");
if (MyGUI::RenderManager::getInstance().getTexture(image) != 0)
box->setImageTexture(image);
else
box->setImageTexture("black.png");
if (MyGUI::RenderManager::getInstance().getTexture(image+"_fog") != 0)
fog->setImageTexture(image+"_fog");
else
fog->setImageTexture("black.png");
}
}
mInterior = interior;
mCurX = x;
mCurY = y;
mChanged = false;
applyFogOfWar();
}

@ -34,19 +34,30 @@ namespace MWGui
class LocalMapBase
{
public:
LocalMapBase();
void init(MyGUI::ScrollView* widget, OEngine::GUI::Layout* layout);
void setCellPrefix(const std::string& prefix);
void setActiveCell(const int x, const int y, bool interior=false);
void toggleFogOfWar();
protected:
int mCurX, mCurY;
bool mInterior;
MyGUI::ScrollView* mLocalMap;
std::string mPrefix;
bool mChanged;
bool mFogOfWar;
void applyFogOfWar();
OEngine::GUI::Layout* mLayout;
float mLastPositionX;
float mLastPositionY;
float mLastDirectionX;
float mLastDirectionY;
};
class HUD : public OEngine::GUI::Layout, public LocalMapBase
@ -65,11 +76,15 @@ namespace MWGui
void setBatchCount(size_t count);
void setPlayerDir(const float x, const float y);
void setPlayerPos(const float x, const float y);
void setBottomLeftVisibility(bool hmsVisible, bool weapVisible, bool spellVisible);
void setBottomRightVisibility(bool effectBoxVisible, bool minimapVisible);
void setFpsLevel(const int level);
MyGUI::ProgressPtr health, magicka, stamina;
MyGUI::Widget *weapBox, *spellBox;
MyGUI::ImageBox *weapImage, *spellImage;
MyGUI::ProgressPtr weapStatus, spellStatus;
MyGUI::WidgetPtr effectBox;
MyGUI::Widget *effectBox, *minimapBox;
MyGUI::ImageBox* effect1;
MyGUI::ScrollView* minimap;
MyGUI::ImageBox* compass;
@ -79,29 +94,12 @@ namespace MWGui
MyGUI::TextBox* fpscounter;
MyGUI::TextBox* trianglecounter;
MyGUI::TextBox* batchcounter;
};
class MapWindow : public OEngine::GUI::Layout, public LocalMapBase
{
public:
MapWindow();
void setVisible(bool b);
void setPlayerPos(const float x, const float y);
void setPlayerDir(const float x, const float y);
void setCellName(const std::string& cellName);
private:
void onDragStart(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onMouseDrag(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onWorldButtonClicked(MyGUI::Widget* _sender);
MyGUI::ScrollView* mGlobalMap;
MyGUI::ImageBox* mPlayerArrow;
MyGUI::Button* mButton;
MyGUI::IntPoint mLastDragPos;
bool mVisible;
bool mGlobal;
// bottom left elements
int hmsBaseLeft, weapBoxBaseLeft, spellBoxBaseLeft;
// bottom right elements
int minimapBoxBaseRight, effectBoxBaseRight;
};
class MainMenu : public OEngine::GUI::Layout

@ -0,0 +1,106 @@
#include "map_window.hpp"
#include "window_manager.hpp"
/*
#include "../mwmechanics/mechanicsmanager.hpp"
#include <cmath>
#include <algorithm>
#include <iterator>
#undef min
#undef max
*/
using namespace MWGui;
MapWindow::MapWindow(WindowManager& parWindowManager) :
MWGui::WindowPinnableBase("openmw_map_window_layout.xml", parWindowManager),
mGlobal(false)
{
setCoord(500,0,320,300);
setText("WorldButton", "World");
setImage("Compass", "textures\\compass.dds");
// Obviously you should override this later on
setCellName("No Cell Loaded");
getWidget(mLocalMap, "LocalMap");
getWidget(mGlobalMap, "GlobalMap");
getWidget(mPlayerArrow, "Compass");
getWidget(mButton, "WorldButton");
mButton->eventMouseButtonClick += MyGUI::newDelegate(this, &MapWindow::onWorldButtonClicked);
MyGUI::Button* eventbox;
getWidget(eventbox, "EventBox");
eventbox->eventMouseDrag += MyGUI::newDelegate(this, &MapWindow::onMouseDrag);
eventbox->eventMouseButtonPressed += MyGUI::newDelegate(this, &MapWindow::onDragStart);
LocalMapBase::init(mLocalMap, this);
}
void MapWindow::setCellName(const std::string& cellName)
{
static_cast<MyGUI::Window*>(mMainWidget)->setCaption(cellName);
adjustWindowCaption();
}
void MapWindow::setPlayerPos(const float x, const float y)
{
if (mGlobal || !mVisible || (x == mLastPositionX && y == mLastPositionY)) return;
MyGUI::IntSize size = mLocalMap->getCanvasSize();
MyGUI::IntPoint middle = MyGUI::IntPoint((1/3.f + x/3.f)*size.width,(1/3.f + y/3.f)*size.height);
MyGUI::IntCoord viewsize = mLocalMap->getCoord();
MyGUI::IntPoint pos(0.5*viewsize.width - middle.left, 0.5*viewsize.height - middle.top);
mLocalMap->setViewOffset(pos);
mPlayerArrow->setPosition(MyGUI::IntPoint(x*512-16, y*512-16));
mLastPositionX = x;
mLastPositionY = y;
}
void MapWindow::setPlayerDir(const float x, const float y)
{
if (!mVisible || (x == mLastDirectionX && y == mLastDirectionY)) return;
MyGUI::ISubWidget* main = mPlayerArrow->getSubWidgetMain();
MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
float angle = std::atan2(x,y);
rotatingSubskin->setAngle(angle);
mLastDirectionX = x;
mLastDirectionY = y;
}
void MapWindow::onDragStart(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id)
{
if (_id!=MyGUI::MouseButton::Left) return;
if (!mGlobal)
mLastDragPos = MyGUI::IntPoint(_left, _top);
}
void MapWindow::onMouseDrag(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id)
{
if (_id!=MyGUI::MouseButton::Left) return;
if (!mGlobal)
{
MyGUI::IntPoint diff = MyGUI::IntPoint(_left, _top) - mLastDragPos;
mLocalMap->setViewOffset( mLocalMap->getViewOffset() + diff );
mLastDragPos = MyGUI::IntPoint(_left, _top);
}
}
void MapWindow::onWorldButtonClicked(MyGUI::Widget* _sender)
{
mGlobal = !mGlobal;
mGlobalMap->setVisible(mGlobal);
mLocalMap->setVisible(!mGlobal);
mButton->setCaption( mGlobal ? "Local" : "World" );
}
void MapWindow::onPinToggled()
{
mWindowManager.setMinimapVisibility(!mPinned);
}

@ -0,0 +1,34 @@
#ifndef MWGUI_MAPWINDOW_H
#define MWGUI_MAPWINDOW_H
#include "layouts.hpp"
#include "window_pinnable_base.hpp"
namespace MWGui
{
class MapWindow : public MWGui::WindowPinnableBase, public LocalMapBase
{
public:
MapWindow(WindowManager& parWindowManager);
virtual ~MapWindow(){}
void setPlayerPos(const float x, const float y);
void setPlayerDir(const float x, const float y);
void setCellName(const std::string& cellName);
private:
void onDragStart(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onMouseDrag(MyGUI::Widget* _sender, int _left, int _top, MyGUI::MouseButton _id);
void onWorldButtonClicked(MyGUI::Widget* _sender);
MyGUI::ScrollView* mGlobalMap;
MyGUI::ImageBox* mPlayerArrow;
MyGUI::Button* mButton;
MyGUI::IntPoint mLastDragPos;
bool mGlobal;
protected:
virtual void onPinToggled();
};
}
#endif

@ -7,6 +7,7 @@
#include "window_base.hpp"
#include "window_manager.hpp"
#undef MessageBox
namespace MWGui
{

@ -12,10 +12,23 @@ using namespace MWGui;
const int StatsWindow::lineHeight = 18;
StatsWindow::StatsWindow (WindowManager& parWindowManager)
: WindowBase("openmw_stats_window_layout.xml", parWindowManager)
: WindowPinnableBase("openmw_stats_window_layout.xml", parWindowManager)
, skillAreaWidget(NULL)
, skillClientWidget(NULL)
, skillScrollerWidget(NULL)
, lastPos(0)
, clientHeight(0)
, majorSkills()
, minorSkills()
, miscSkills()
, skillValues()
, skillWidgetMap()
, factionWidgetMap()
, factions()
, birthSignId()
, reputation(0)
, bounty(0)
, skillWidgets()
{
setCoord(0,0,498, 342);
@ -368,3 +381,8 @@ void StatsWindow::updateScroller()
skillScrollerWidget->setScrollRange(std::max(clientHeight - skillClientWidget->getHeight(), 0));
skillScrollerWidget->setScrollPage(std::max(skillClientWidget->getHeight() - lineHeight, 0));
}
void StatsWindow::onPinToggled()
{
mWindowManager.setHMSVisibility(!mPinned);
}

@ -9,13 +9,13 @@
#include <utility>
#include "../mwmechanics/stat.hpp"
#include "window_base.hpp"
#include "window_pinnable_base.hpp"
namespace MWGui
{
class WindowManager;
class StatsWindow : public WindowBase
class StatsWindow : public WindowPinnableBase
{
public:
typedef std::pair<std::string, int> Faction;
@ -74,6 +74,9 @@ namespace MWGui
std::string birthSignId;
int reputation, bounty;
std::vector<MyGUI::WidgetPtr> skillWidgets; //< Skills and other information
protected:
virtual void onPinToggled();
};
}
#endif

@ -7,6 +7,9 @@
#include "../mwmechanics/stat.hpp"
#undef MYGUI_EXPORT
#define MYGUI_EXPORT
/*
This file contains various custom widgets used in OpenMW.
*/

@ -4,6 +4,7 @@
#include "review.hpp"
#include "dialogue.hpp"
#include "dialogue_history.hpp"
#include "map_window.hpp"
#include "stats_window.hpp"
#include "messagebox.hpp"
#include "container.hpp"
@ -15,6 +16,8 @@
#include "journalwindow.hpp"
#include "charactercreation.hpp"
#include <components/settings/settings.hpp>
#include <assert.h>
#include <iostream>
#include <iterator>
@ -23,15 +26,40 @@ using namespace MWGui;
WindowManager::WindowManager(MWWorld::Environment& environment,
const Compiler::Extensions& extensions, int fpsLevel, bool newGame, OEngine::Render::OgreRenderer *mOgre, const std::string logpath)
: environment(environment)
: mGuiManager(NULL)
, environment(environment)
, hud(NULL)
, map(NULL)
, menu(NULL)
, stats(NULL)
, mMessageBoxManager(NULL)
, console(NULL)
, mJournal(NULL)
, dialogueWindow(nullptr)
, mCharGen(NULL)
, playerClass()
, playerName()
, playerRaceId()
, playerBirthSignId()
, playerAttributes()
, playerMajorSkills()
, playerMinorSkills()
, playerSkillValues()
, playerHealth()
, playerMagicka()
, playerFatigue()
, gui(NULL)
, mode(GM_Game)
, nextMode(GM_Game)
, needModeChange(false)
, garbageDialogs()
, shown(GW_ALL)
, allowed(newGame ? GW_None : GW_ALL)
, showFPSLevel(fpsLevel)
, mFPS(0.0f)
, mTriangleCount(0)
, mBatchCount(0)
{
showFPSLevel = fpsLevel;
// Set up the GUI system
mGuiManager = new OEngine::GUI::MyGUIManager(mOgre->getWindow(), mOgre->getScene(), false, logpath);
@ -47,7 +75,7 @@ WindowManager::WindowManager(MWWorld::Environment& environment,
hud = new HUD(w,h, showFPSLevel);
menu = new MainMenu(w,h);
map = new MapWindow();
map = new MapWindow(*this);
stats = new StatsWindow(*this);
console = new Console(w,h, environment, extensions);
mJournal = new JournalWindow(*this);
@ -157,71 +185,58 @@ void WindowManager::updateVisible()
// Mouse is visible whenever we're not in game mode
MyGUI::PointerManager::getInstance().setVisible(isGuiMode());
// If in game mode, don't show anything.
if(mode == GM_Game) //Use a switch/case structure
{
return;
}
if(mode == GM_MainMenu)
{
// Enable the main menu
menu->setVisible(true);
return;
}
if(mode == GM_Console)
{
console->enable();
return;
}
//There must be a more elegant solution
if (mode == GM_Name || mode == GM_Race || mode == GM_Class || mode == GM_ClassPick || mode == GM_ClassCreate || mode == GM_Birth || mode == GM_ClassGenerate || mode == GM_Review)
{
mCharGen->spawnDialog(mode);
return;
}
if(mode == GM_Inventory)
{
// Ah, inventory mode. First, compute the effective set of
// windows to show. This is controlled both by what windows the
// user has opened/closed (the 'shown' variable) and by what
// windows we are allowed to show (the 'allowed' var.)
int eff = shown & allowed;
// Show the windows we want
map -> setVisible( (eff & GW_Map) != 0 );
stats -> setVisible( (eff & GW_Stats) != 0 );
return;
}
if (mode == GM_Dialogue)
{
dialogueWindow->open();
return;
}
if(mode == GM_InterMessageBox)
{
if(!mMessageBoxManager->isInteractiveMessageBox()) {
setGuiMode(GM_Game);
switch(mode) {
case GM_Game:
// If in game mode, don't show anything.
break;
case GM_MainMenu:
menu->setVisible(true);
break;
case GM_Console:
console->enable();
break;
case GM_Name:
case GM_Race:
case GM_Class:
case GM_ClassPick:
case GM_ClassCreate:
case GM_Birth:
case GM_ClassGenerate:
case GM_Review:
mCharGen->spawnDialog(mode);
break;
case GM_Inventory:
{
// First, compute the effective set of windows to show.
// This is controlled both by what windows the
// user has opened/closed (the 'shown' variable) and by what
// windows we are allowed to show (the 'allowed' var.)
int eff = shown & allowed;
// Show the windows we want
map -> setVisible( (eff & GW_Map) != 0 );
stats -> setVisible( (eff & GW_Stats) != 0 );
break;
}
return;
}
if(mode == GM_Journal)
{
mJournal->setVisible(true);
mJournal->open();
return;
case GM_Dialogue:
dialogueWindow->open();
break;
case GM_InterMessageBox:
if(!mMessageBoxManager->isInteractiveMessageBox()) {
setGuiMode(GM_Game);
}
break;
case GM_Journal:
mJournal->setVisible(true);
mJournal->open();
break;
default:
// Unsupported mode, switch back to game
// Note: The call will eventually end up this method again but
// will stop at the check if mode is GM_Game.
setGuiMode(GM_Game);
break;
}
// Unsupported mode, switch back to game
// Note: The call will eventually end up this method again but
// will stop at the check if(mode == GM_Game) above.
setGuiMode(GM_Game);
}
void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
@ -348,7 +363,6 @@ void WindowManager::updateSkillArea()
void WindowManager::removeDialog(OEngine::GUI::Layout*dialog)
{
std::cout << "dialogue a la poubelle";
assert(dialog);
if (!dialog)
return;
@ -446,3 +460,27 @@ void WindowManager::setPlayerDir(const float x, const float y)
map->setPlayerDir(x,y);
hud->setPlayerDir(x,y);
}
void WindowManager::setHMSVisibility(bool visible)
{
hud->setBottomLeftVisibility(visible, hud->weapBox->getVisible(), hud->spellBox->getVisible());
}
void WindowManager::setMinimapVisibility(bool visible)
{
hud->setBottomRightVisibility(hud->effectBox->getVisible(), visible);
}
void WindowManager::toggleFogOfWar()
{
map->toggleFogOfWar();
hud->toggleFogOfWar();
}
int WindowManager::toggleFps()
{
showFPSLevel = (showFPSLevel+1)%3;
hud->setFpsLevel(showFPSLevel);
Settings::Manager::setInt("fps", "HUD", showFPSLevel);
return showFPSLevel;
}

@ -158,10 +158,20 @@ namespace MWGui
void changeCell(MWWorld::Ptr::CellStore* cell); ///< change the active cell
void setPlayerPos(const float x, const float y); ///< set player position in map space
void setPlayerDir(const float x, const float y); ///< set player view direction in map space
void toggleFogOfWar();
int toggleFps();
///< toggle fps display @return resulting fps level
void setInteriorMapTexture(const int x, const int y);
///< set the index of the map texture that should be used (for interiors)
// sets the visibility of the hud health/magicka/stamina bars
void setHMSVisibility(bool visible);
// sets the visibility of the hud minimap
void setMinimapVisibility(bool visible);
template<typename T>
void removeDialog(T*& dialog); ///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr.
void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted.

@ -0,0 +1,33 @@
#include "window_pinnable_base.hpp"
#include "window_manager.hpp"
using namespace MWGui;
WindowPinnableBase::WindowPinnableBase(const std::string& parLayout, WindowManager& parWindowManager)
: WindowBase(parLayout, parWindowManager), mPinned(false), mVisible(false)
{
MyGUI::WindowPtr t = static_cast<MyGUI::WindowPtr>(mMainWidget);
t->eventWindowButtonPressed += MyGUI::newDelegate(this, &WindowPinnableBase::onWindowButtonPressed);
}
void WindowPinnableBase::setVisible(bool b)
{
// Pinned windows can not be hidden
if (mPinned && !b)
return;
WindowBase::setVisible(b);
mVisible = b;
}
void WindowPinnableBase::onWindowButtonPressed(MyGUI::Window* sender, const std::string& eventName)
{
if ("PinToggle" == eventName)
{
mPinned = !mPinned;
onPinToggled();
}
eventDone(this);
}

@ -0,0 +1,28 @@
#ifndef MWGUI_WINDOW_PINNABLE_BASE_H
#define MWGUI_WINDOW_PINNABLE_BASE_H
#include "window_base.hpp"
namespace MWGui
{
class WindowManager;
class WindowPinnableBase: public WindowBase
{
public:
WindowPinnableBase(const std::string& parLayout, WindowManager& parWindowManager);
void setVisible(bool b);
private:
void onWindowButtonPressed(MyGUI::Window* sender, const std::string& eventName);
protected:
virtual void onPinToggled() = 0;
bool mPinned;
bool mVisible;
};
}
#endif

@ -65,12 +65,16 @@ namespace MWInput
A_QuickLoad,
A_QuickMenu,
A_GameMenu,
A_ToggleWeapon,
A_ToggleSpell,
A_ToggleFps, // Toggle FPS display (this is temporary)
A_LAST // Marker for the last item
};
// Class that handles all input and key bindings for OpenMW
class InputImpl : public Ogre::FrameListener
class InputImpl
{
OEngine::Input::DispatcherPtr disp;
OEngine::Render::OgreRenderer &ogre;
@ -86,6 +90,43 @@ namespace MWInput
/* InputImpl Methods */
void toggleFps()
{
windows.toggleFps();
}
void toggleSpell()
{
DrawState state = player.getDrawState();
if(state == DrawState_Weapon || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Spell);
std::cout << "Player has now readied his hands for spellcasting!\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
}
void toggleWeapon()
{
DrawState state = player.getDrawState();
if(state == DrawState_Spell || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Weapon);
std::cout << "Player is now drawing his weapon.\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
}
void screenshot()
{
mEngine.screenshot();
@ -197,11 +238,14 @@ namespace MWInput
"Auto Move");
disp->funcs.bind(A_ToggleWalk, boost::bind(&InputImpl::toggleWalking, this),
"Toggle Walk/Run");
disp->funcs.bind(A_ToggleWeapon,boost::bind(&InputImpl::toggleWeapon,this),
"Draw Weapon");
disp->funcs.bind(A_ToggleSpell,boost::bind(&InputImpl::toggleSpell,this),
"Ready hands");
disp->funcs.bind(A_ToggleFps, boost::bind(&InputImpl::toggleFps, this),
"Toggle FPS display");
// Add the exit listener
ogre.getRoot()->addFrameListener(&exit);
// Add ourselves as a frame listener to catch movement keys
ogre.getRoot()->addFrameListener(this);
// Set up the mouse handler and tell it about the player camera
mouse = MouseLookEventPtr(new MouseLookEvent(player.getRenderer()->getCamera()));
@ -244,6 +288,9 @@ namespace MWInput
disp->bind(A_AutoMove, KC_Z);
disp->bind(A_ToggleSneak, KC_X);
disp->bind(A_ToggleWalk, KC_C);
disp->bind(A_ToggleWeapon,KC_F);
disp->bind(A_ToggleSpell,KC_R);
disp->bind(A_ToggleFps, KC_F10);
// Key bindings for polled keys
// NOTE: These keys are constantly being polled. Only add keys that must be checked each frame.
@ -262,7 +309,7 @@ namespace MWInput
}
//NOTE: Used to check for movement keys
bool frameRenderingQueued (const Ogre::FrameEvent &evt)
void update ()
{
// Tell OIS to handle all input events
input.capture();
@ -276,7 +323,7 @@ namespace MWInput
windows.update();
// Disable movement in Gui mode
if (windows.isGuiMode()) return true;
if (windows.isGuiMode()) return;
// Configure player movement according to keyboard input. Actual movement will
// be done in the physics system.
@ -305,8 +352,6 @@ namespace MWInput
}
else
player.setForwardBackward (0);
return true;
}
// Switch between gui modes. Besides controlling the Gui windows
@ -358,4 +403,9 @@ namespace MWInput
{
impl->setGuiMode(mode);
}
void MWInputManager::update()
{
impl->update();
}
}

@ -48,6 +48,8 @@ namespace MWInput
OMW::Engine& engine);
~MWInputManager();
void update();
void setGuiMode(MWGui::GuiMode mode);
};
}

@ -0,0 +1,77 @@
#include "actors.hpp"
#include <typeinfo>
#include <components/esm/loadnpc.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
namespace MWMechanics
{
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
{
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
{
if (!paused && ptr.getRefData().getHandle()!="player")
MWWorld::Class::get (ptr).getInventoryStore (ptr).autoEquip (
MWWorld::Class::get (ptr).getNpcStats (ptr), mEnvironment);
}
Actors::Actors (MWWorld::Environment& environment) : mEnvironment (environment), mDuration (0) {}
void Actors::addActor (const MWWorld::Ptr& ptr)
{
mActors.insert (ptr);
}
void Actors::removeActor (const MWWorld::Ptr& ptr)
{
mActors.erase (ptr);
}
void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
{
std::set<MWWorld::Ptr>::iterator iter = mActors.begin();
while (iter!=mActors.end())
if (iter->getCell()==cellStore)
{
mActors.erase (iter++);
}
else
++iter;
}
void Actors::update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
bool paused)
{
mDuration += duration;
if (mDuration>=0.25)
{
for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter)
{
updateActor (*iter, mDuration);
if (iter->getTypeName()==typeid (ESM::NPC).name())
updateNpc (*iter, mDuration, paused);
}
mDuration = 0;
}
for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end();
++iter)
{
Ogre::Vector3 vector = MWWorld::Class::get (*iter).getMovementVector (*iter);
if (vector!=Ogre::Vector3::ZERO)
movement.push_back (std::make_pair (iter->getRefData().getHandle(), vector));
}
}
}

@ -0,0 +1,51 @@
#ifndef GAME_MWMECHANICS_ACTORS_H
#define GAME_MWMECHANICS_ACTORS_H
#include <set>
#include <vector>
#include <string>
#include "../mwworld/ptr.hpp"
namespace Ogre
{
class Vector3;
}
namespace MWWorld
{
class Environment;
}
namespace MWMechanics
{
class Actors
{
MWWorld::Environment& mEnvironment;
std::set<MWWorld::Ptr> mActors;
float mDuration;
void updateActor (const MWWorld::Ptr& ptr, float duration);
void updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused);
public:
Actors (MWWorld::Environment& environment);
void addActor (const MWWorld::Ptr& ptr);
///< Register an actor for stats management
void removeActor (const MWWorld::Ptr& ptr);
///< Deregister an actor for stats management
void dropActors (const MWWorld::Ptr::CellStore *cellStore);
///< Deregister all actors in the given cell.
void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement,
float duration, bool paused);
///< Update actor stats and store desired velocity vectors in \a movement
};
}
#endif

@ -6,6 +6,7 @@
#include "stat.hpp"
#include "magiceffects.hpp"
#include "spells.hpp"
namespace MWMechanics
{
@ -14,7 +15,7 @@ namespace MWMechanics
Stat<int> mAttributes[8];
DynamicStat<int> mDynamic[3]; // health, magicka, fatigue
int mLevel;
std::set<std::string> mAbilities;
Spells mSpells;
MagicEffects mMagicEffects;
};
}

@ -0,0 +1,13 @@
#ifndef GAME_MWMECHANICS_DRAWSTATE_H
#define GAME_MWMECHANICS_DRAWSTATE_H
#undef DrawState
enum DrawState
{
DrawState_Weapon = 0,
DrawState_Spell = 1,
DrawState_Nothing = 2,
};
#endif

@ -23,7 +23,7 @@ namespace MWMechanics
// reset
creatureStats.mLevel = player->npdt52.level;
creatureStats.mAbilities.clear();
creatureStats.mSpells.clear();
creatureStats.mMagicEffects = MagicEffects();
for (int i=0; i<27; ++i)
@ -71,7 +71,7 @@ namespace MWMechanics
for (std::vector<std::string>::const_iterator iter (race->powers.list.begin());
iter!=race->powers.list.end(); ++iter)
{
insertSpell (*iter, ptr);
creatureStats.mSpells.add (*iter);
}
}
@ -85,7 +85,7 @@ namespace MWMechanics
for (std::vector<std::string>::const_iterator iter (sign->powers.list.begin());
iter!=sign->powers.list.end(); ++iter)
{
insertSpell (*iter, ptr);
creatureStats.mSpells.add (*iter);
}
}
@ -159,59 +159,14 @@ namespace MWMechanics
creatureStats.mDynamic[i].setCurrent (creatureStats.mDynamic[i].getModified());
}
void MechanicsManager::insertSpell (const std::string& id, MWWorld::Ptr& creature)
{
MWMechanics::CreatureStats& creatureStats =
MWWorld::Class::get (creature).getCreatureStats (creature);
const ESM::Spell *spell = mEnvironment.mWorld->getStore().spells.find (id);
switch (spell->data.type)
{
case ESM::Spell::ST_Ability:
if (creatureStats.mAbilities.find (id)==creatureStats.mAbilities.end())
{
creatureStats.mAbilities.insert (id);
}
break;
// TODO ST_SPELL, ST_Blight, ST_Disease, ST_Curse, ST_Power
default:
std::cout
<< "adding unsupported spell type (" << spell->data.type
<< ") to creature: " << id << std::endl;
}
}
void MechanicsManager::adjustMagicEffects (MWWorld::Ptr& creature)
{
MWMechanics::CreatureStats& creatureStats =
MWWorld::Class::get (creature).getCreatureStats (creature);
MagicEffects now;
for (std::set<std::string>::const_iterator iter (creatureStats.mAbilities.begin());
iter!=creatureStats.mAbilities.end(); ++iter)
{
const ESM::Spell *spell = mEnvironment.mWorld->getStore().spells.find (*iter);
MagicEffects now = creatureStats.mSpells.getMagicEffects (mEnvironment);
for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->effects.list.begin();
iter!=spell->effects.list.end(); ++iter)
{
if (iter->range==0) // self
{
EffectParam param;
param.mMagnitude = iter->magnMax; // TODO calculate magnitude
now.add (EffectKey (*iter), param);
}
}
}
// TODO add effects from other spell types, active spells and equipment
/// \todo add effects from active spells and equipment
MagicEffects diff = MagicEffects::diff (creatureStats.mMagicEffects, now);
@ -222,14 +177,14 @@ namespace MWMechanics
MechanicsManager::MechanicsManager (MWWorld::Environment& environment)
: mEnvironment (environment), mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false)
mRaceSelected (false), mActors (environment)
{
buildPlayer();
}
void MechanicsManager::addActor (const MWWorld::Ptr& ptr)
{
mActors.insert (ptr);
mActors.addActor (ptr);
}
void MechanicsManager::removeActor (const MWWorld::Ptr& ptr)
@ -237,7 +192,7 @@ namespace MWMechanics
if (ptr==mWatched)
mWatched = MWWorld::Ptr();
mActors.erase (ptr);
mActors.removeActor (ptr);
}
void MechanicsManager::dropActors (const MWWorld::Ptr::CellStore *cellStore)
@ -245,16 +200,7 @@ namespace MWMechanics
if (!mWatched.isEmpty() && mWatched.getCell()==cellStore)
mWatched = MWWorld::Ptr();
std::set<MWWorld::Ptr>::iterator iter = mActors.begin();
while (iter!=mActors.end())
if (iter->getCell()==cellStore)
{
//std::cout << "Erasing an actor";
mActors.erase (iter++);
}
else
++iter;
mActors.dropActors (cellStore);
}
void MechanicsManager::watchActor (const MWWorld::Ptr& ptr)
@ -262,7 +208,8 @@ namespace MWMechanics
mWatched = ptr;
}
void MechanicsManager::update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement)
void MechanicsManager::update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement,
float duration, bool paused)
{
if (!mWatched.isEmpty())
{
@ -345,14 +292,7 @@ namespace MWMechanics
mEnvironment.mWindowManager->configureSkills (majorSkills, minorSkills);
}
for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end();
++iter)
{
Ogre::Vector3 vector = MWWorld::Class::get (*iter).getMovementVector (*iter);
if (vector!=Ogre::Vector3::ZERO)
movement.push_back (std::make_pair (iter->getRefData().getHandle(), vector));
}
mActors.update (movement, duration, paused);
}
void MechanicsManager::setPlayerName (const std::string& name)

@ -1,7 +1,6 @@
#ifndef GAME_MWMECHANICS_MECHANICSMANAGER_H
#define GAME_MWMECHANICS_MECHANICSMANAGER_H
#include <set>
#include <vector>
#include <string>
@ -9,6 +8,7 @@
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "actors.hpp"
namespace Ogre
{
@ -25,20 +25,18 @@ namespace MWMechanics
class MechanicsManager
{
MWWorld::Environment& mEnvironment;
std::set<MWWorld::Ptr> mActors;
MWWorld::Ptr mWatched;
CreatureStats mWatchedCreature;
NpcStats mWatchedNpc;
bool mUpdatePlayer;
bool mClassSelected;
bool mRaceSelected;
Actors mActors;
void buildPlayer();
///< build player according to stored class/race/birthsign information. Will
/// default to the values of the ESM::NPC object, if no explicit information is given.
void insertSpell (const std::string& id, MWWorld::Ptr& creature);
void adjustMagicEffects (MWWorld::Ptr& creature);
public:
@ -60,8 +58,12 @@ namespace MWMechanics
///< On each update look for changes in a previously registered actor and update the
/// GUI accordingly.
void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement);
void update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
bool paused);
///< Update actor stats and store desired velocity vectors in \a movement
///
/// \param paused In game type does not currently advance (this usually means some GUI
/// component is up).
void setPlayerName (const std::string& name);
///< Set player name.

@ -2,14 +2,19 @@
#define GAME_MWMECHANICS_NPCSTATS_H
#include <map>
#include <set>
#include "stat.hpp"
#include "drawstate.hpp"
namespace MWMechanics
{
/// \brief Additional stats for NPCs
///
/// For non-NPC-specific stats, see the CreatureStats struct.
///
/// \note For technical reasons the spell list and the currently selected spell is also handled by
/// CreatureStats, even though they are actually NPC stats.
struct NpcStats
{
@ -24,9 +29,10 @@ namespace MWMechanics
bool mRun;
bool mSneak;
bool mCombat;
DrawState mDrawState;
NpcStats() : mForceRun (false), mForceSneak (false), mRun (false), mSneak (false),
mCombat (false) {}
mCombat (false) , mDrawState(DrawState_Nothing) {}
};
}

@ -0,0 +1,81 @@
#include "spells.hpp"
#include <components/esm/loadspel.hpp>
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "magiceffects.hpp"
namespace MWMechanics
{
void Spells::addSpell (const ESM::Spell *spell, MagicEffects& effects) const
{
for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->effects.list.begin();
iter!=spell->effects.list.end(); ++iter)
{
EffectParam param;
param.mMagnitude = iter->magnMax; /// \todo calculate magnitude
effects.add (EffectKey (*iter), param);
}
}
Spells::TIterator Spells::begin() const
{
return mSpells.begin();
}
Spells::TIterator Spells::end() const
{
return mSpells.end();
}
void Spells::add (const std::string& spellId)
{
if (std::find (mSpells.begin(), mSpells.end(), spellId)!=mSpells.end())
mSpells.push_back (spellId);
}
void Spells::remove (const std::string& spellId)
{
TContainer::iterator iter = std::find (mSpells.begin(), mSpells.end(), spellId);
if (iter!=mSpells.end())
mSpells.erase (iter);
if (spellId==mSelectedSpell)
mSelectedSpell.clear();
}
MagicEffects Spells::getMagicEffects (const MWWorld::Environment& environment) const
{
MagicEffects effects;
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)
{
const ESM::Spell *spell = environment.mWorld->getStore().spells.find (*iter);
if (spell->data.type==ESM::Spell::ST_Ability || spell->data.type==ESM::Spell::ST_Blight ||
spell->data.type==ESM::Spell::ST_Disease || spell->data.type==ESM::Spell::ST_Curse)
addSpell (spell, effects);
}
return effects;
}
void Spells::clear()
{
mSpells.clear();
}
void Spells::setSelectedSpell (const std::string& spellId)
{
mSelectedSpell = spellId;
}
const std::string Spells::getSelectedSpell() const
{
return mSelectedSpell;
}
}

@ -0,0 +1,66 @@
#ifndef GAME_MWMECHANICS_SPELLS_H
#define GAME_MWMECHANICS_SPELLS_H
#include <vector>
#include <string>
namespace ESM
{
struct Spell;
}
namespace MWWorld
{
struct Environment;
}
namespace MWMechanics
{
class MagicEffects;
/// \brief Spell list
///
/// This class manages known spells as well as abilities, powers and permanent negative effects like
/// diseaes.
class Spells
{
public:
typedef std::vector<std::string> TContainer;
typedef TContainer::const_iterator TIterator;
private:
std::vector<std::string> mSpells;
std::string mSelectedSpell;
void addSpell (const ESM::Spell *, MagicEffects& effects) const;
public:
TIterator begin() const;
TIterator end() const;
void add (const std::string& spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove (const std::string& spell);
///< If the spell to be removed is the selected spell, the selected spell will be changed to
/// no spell (empty string).
MagicEffects getMagicEffects (const MWWorld::Environment& environment) const;
///< Return sum of magic effects resulting from abilities, blights, deseases and curses.
void clear();
///< Remove all spells of al types.
void setSelectedSpell (const std::string& spellId);
///< This function does not verify, if the spell is available.
const std::string getSelectedSpell() const;
///< May return an empty string.
};
}
#endif

@ -8,6 +8,15 @@ using namespace Ogre;
using namespace MWRender;
using namespace NifOgre;
Actors::~Actors(){
std::map<MWWorld::Ptr, Animation*>::iterator it = mAllActors.begin();
for (; it != mAllActors.end(); ++it) {
delete it->second;
it->second = NULL;
}
}
void Actors::setMwRoot(Ogre::SceneNode* root){
mMwRoot = root;
}
@ -61,6 +70,7 @@ void Actors::insertCreature (const MWWorld::Ptr& ptr){
insertBegin(ptr, true, true);
CreatureAnimation* anim = new MWRender::CreatureAnimation(ptr, mEnvironment, mRend);
//mAllActors.insert(std::pair<MWWorld::Ptr, Animation*>(ptr,anim));
delete mAllActors[ptr];
mAllActors[ptr] = anim;
//mAllActors.push_back(&anim);*/
}

@ -30,7 +30,7 @@ namespace MWRender{
public:
Actors(OEngine::Render::OgreRenderer& _rend, MWWorld::Environment& _env): mRend(_rend), mEnvironment(_env){}
~Actors(){}
~Actors();
void setMwRoot(Ogre::SceneNode* root);
void insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_);
void insertCreature (const MWWorld::Ptr& ptr);

@ -4,7 +4,30 @@
namespace MWRender{
std::map<std::string, int> Animation::mUniqueIDs;
Animation::~Animation(){
Animation::Animation(MWWorld::Environment& _env, OEngine::Render::OgreRenderer& _rend)
: insert(NULL)
, mRend(_rend)
, mEnvironment(_env)
, vecRotPos()
, shapeparts()
, time(0.0f)
, startTime(0.0f)
, stopTime(0.0f)
, animate(0)
, rindexI()
, tindexI()
, shapeNumber(0)
, shapeIndexI()
, shapes(NULL)
, entityparts()
, transformations(NULL)
, textmappings(NULL)
, base(NULL)
{
}
Animation::~Animation()
{
}
std::string Animation::getUniqueID(std::string mesh){
@ -103,6 +126,11 @@ namespace MWRender{
void Animation::handleShapes(std::vector<Nif::NiTriShapeCopy>* allshapes, Ogre::Entity* creaturemodel, Ogre::SkeletonInstance *skel){
shapeNumber = 0;
if (allshapes == NULL || creaturemodel == NULL || skel == NULL)
{
return;
}
std::vector<Nif::NiTriShapeCopy>::iterator allshapesiter;
for(allshapesiter = allshapes->begin(); allshapesiter != allshapes->end(); allshapesiter++)

@ -60,14 +60,14 @@ class Animation{
std::string getUniqueID(std::string mesh);
public:
Animation(MWWorld::Environment& _env, OEngine::Render::OgreRenderer& _rend): mRend(_rend), mEnvironment(_env), animate(0){};
virtual void runAnimation(float timepassed) = 0;
void startScript(std::string groupname, int mode, int loops);
void stopScript();
virtual ~Animation();
Animation(MWWorld::Environment& _env, OEngine::Render::OgreRenderer& _rend);
virtual void runAnimation(float timepassed) = 0;
void startScript(std::string groupname, int mode, int loops);
void stopScript();
virtual ~Animation();
};
}
#endif
#endif

@ -1,4 +1,5 @@
#include "creatureanimation.hpp"
#include "renderconst.hpp"
#include "../mwworld/world.hpp"
@ -20,6 +21,28 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr, MWWorld::Environme
std::string meshNumbered = mesh + getUniqueID(mesh) + ">|";
NifOgre::NIFLoader::load(meshNumbered);
base = mRend.getScene()->createEntity(meshNumbered);
base->setVisibilityFlags(RV_Actors);
bool transparent = false;
for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
{
Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
std::string meshZero = mesh + "0000>|";
if((transformations = (NIFLoader::getSingletonPtr())->getAnim(meshZero))){

@ -2,37 +2,283 @@
#include <assert.h>
#include "OgreRoot.h"
#include "OgreRenderWindow.h"
#include "OgreSceneManager.h"
#include "OgreViewport.h"
#include "OgreCamera.h"
#include "OgreTextureManager.h"
#include <OgreNode.h>
#include <OgreSceneManager.h>
#include <OgreMaterial.h>
#include <OgreMaterialManager.h>
#include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone
#include "../mwworld/environment.hpp"
#include "../mwworld/ptr.hpp"
#include <components/esm/loadstat.hpp>
#include <components/esm/loadpgrd.hpp>
#include "player.hpp"
using namespace MWRender;
using namespace Ogre;
Debugging::Debugging(OEngine::Physic::PhysicEngine* engine){
eng = engine;
namespace MWRender
{
static const std::string PATHGRID_POINT_MATERIAL = "pathgridPointMaterial";
static const std::string PATHGRID_LINE_MATERIAL = "pathgridLineMaterial";
static const std::string DEBUGGING_GROUP = "debugging";
static const int POINT_MESH_BASE = 35;
void Debugging::createGridMaterials()
{
if (mGridMatsCreated) return;
if (MaterialManager::getSingleton().getByName(PATHGRID_LINE_MATERIAL, DEBUGGING_GROUP).isNull())
{
MaterialPtr lineMatPtr = MaterialManager::getSingleton().create(PATHGRID_LINE_MATERIAL, DEBUGGING_GROUP);
lineMatPtr->setReceiveShadows(false);
lineMatPtr->getTechnique(0)->setLightingEnabled(true);
lineMatPtr->getTechnique(0)->getPass(0)->setDiffuse(1,1,0,0);
lineMatPtr->getTechnique(0)->getPass(0)->setAmbient(1,1,0);
lineMatPtr->getTechnique(0)->getPass(0)->setSelfIllumination(1,1,0);
}
if (MaterialManager::getSingleton().getByName(PATHGRID_POINT_MATERIAL, DEBUGGING_GROUP).isNull())
{
MaterialPtr pointMatPtr = MaterialManager::getSingleton().create(PATHGRID_POINT_MATERIAL, DEBUGGING_GROUP);
pointMatPtr->setReceiveShadows(false);
pointMatPtr->getTechnique(0)->setLightingEnabled(true);
pointMatPtr->getTechnique(0)->getPass(0)->setDiffuse(1,0,0,0);
pointMatPtr->getTechnique(0)->getPass(0)->setAmbient(1,0,0);
pointMatPtr->getTechnique(0)->getPass(0)->setSelfIllumination(1,0,0);
}
mGridMatsCreated = true;
}
void Debugging::destroyGridMaterials()
{
if (mGridMatsCreated)
{
MaterialManager::getSingleton().remove(PATHGRID_POINT_MATERIAL);
MaterialManager::getSingleton().remove(PATHGRID_LINE_MATERIAL);
mGridMatsCreated = false;
}
}
ManualObject *Debugging::createPathgridLines(const ESM::Pathgrid *pathgrid)
{
ManualObject *result = mSceneMgr->createManualObject();
result->begin(PATHGRID_LINE_MATERIAL, RenderOperation::OT_LINE_LIST);
for(ESM::Pathgrid::EdgeList::const_iterator it = pathgrid->edges.begin();
it != pathgrid->edges.end();
it++)
{
const ESM::Pathgrid::Edge &edge = *it;
const ESM::Pathgrid::Point &p1 = pathgrid->points[edge.v0], &p2 = pathgrid->points[edge.v1];
Vector3 direction = (Vector3(p2.x, p2.y, p2.z) - Vector3(p1.x, p1.y, p1.z));
Vector3 lineDisplacement = direction.crossProduct(Vector3::UNIT_Z).normalisedCopy();
lineDisplacement = lineDisplacement * POINT_MESH_BASE +
Vector3(0, 0, 10); // move lines up a little, so they will be less covered by meshes/landscape
result->position(Vector3(p1.x, p1.y, p1.z) + lineDisplacement);
result->position(Vector3(p2.x, p2.y, p2.z) + lineDisplacement);
}
result->end();
return result;
}
ManualObject *Debugging::createPathgridPoints(const ESM::Pathgrid *pathgrid)
{
ManualObject *result = mSceneMgr->createManualObject();
const float height = POINT_MESH_BASE * sqrtf(2);
result->begin(PATHGRID_POINT_MATERIAL, RenderOperation::OT_TRIANGLE_STRIP);
bool first = true;
uint32 startIndex = 0;
for(ESM::Pathgrid::PointList::const_iterator it = pathgrid->points.begin();
it != pathgrid->points.end();
it++, startIndex += 6)
{
Vector3 pointPos(it->x, it->y, it->z);
if (!first)
{
// degenerate triangle from previous octahedron
result->index(startIndex - 4); // 2nd point of previous octahedron
result->index(startIndex); // start point of current octahedron
}
result->position(pointPos + Vector3(0, 0, height)); // 0
result->position(pointPos + Vector3(-POINT_MESH_BASE, -POINT_MESH_BASE, 0)); // 1
result->position(pointPos + Vector3(POINT_MESH_BASE, -POINT_MESH_BASE, 0)); // 2
result->position(pointPos + Vector3(POINT_MESH_BASE, POINT_MESH_BASE, 0)); // 3
result->position(pointPos + Vector3(-POINT_MESH_BASE, POINT_MESH_BASE, 0)); // 4
result->position(pointPos + Vector3(0, 0, -height)); // 5
result->index(startIndex + 0);
result->index(startIndex + 1);
result->index(startIndex + 2);
result->index(startIndex + 5);
result->index(startIndex + 3);
result->index(startIndex + 4);
// degenerates
result->index(startIndex + 4);
result->index(startIndex + 5);
result->index(startIndex + 5);
// end degenerates
result->index(startIndex + 1);
result->index(startIndex + 4);
result->index(startIndex + 0);
result->index(startIndex + 3);
result->index(startIndex + 2);
first = false;
}
result->end();
return result;
}
Debugging::Debugging(SceneNode *mwRoot, MWWorld::Environment &env, OEngine::Physic::PhysicEngine *engine) :
mMwRoot(mwRoot), mEnvironment(env), mEngine(engine),
mSceneMgr(mwRoot->getCreator()),
mPathgridEnabled(false),
mInteriorPathgridNode(NULL), mPathGridRoot(NULL),
mGridMatsCreated(false)
{
ResourceGroupManager::getSingleton().createResourceGroup(DEBUGGING_GROUP);
}
Debugging::~Debugging()
{
if (mPathgridEnabled)
{
togglePathgrid();
}
ResourceGroupManager::getSingleton().destroyResourceGroup(DEBUGGING_GROUP);
}
bool Debugging::toggleRenderMode (int mode){
switch (mode)
switch (mode)
{
case MWWorld::World::Render_CollisionDebug:
// TODO use a proper function instead of accessing the member variable
// directly.
eng->setDebugRenderingMode (!eng->isDebugCreated);
return eng->isDebugCreated;
return mEngine->toggleDebugRendering();
case MWWorld::World::Render_Pathgrid:
togglePathgrid();
return mPathgridEnabled;
}
return false;
}
void Debugging::cellAdded(MWWorld::Ptr::CellStore *store)
{
mActiveCells.push_back(store);
if (mPathgridEnabled)
enableCellPathgrid(store);
}
void Debugging::cellRemoved(MWWorld::Ptr::CellStore *store)
{
mActiveCells.erase(std::remove(mActiveCells.begin(), mActiveCells.end(), store), mActiveCells.end());
if (mPathgridEnabled)
disableCellPathgrid(store);
}
void Debugging::togglePathgrid()
{
mPathgridEnabled = !mPathgridEnabled;
if (mPathgridEnabled)
{
createGridMaterials();
// add path grid meshes to already loaded cells
mPathGridRoot = mMwRoot->createChildSceneNode();
for(CellList::iterator it = mActiveCells.begin(); it != mActiveCells.end(); it++)
{
enableCellPathgrid(*it);
}
}
else
{
// remove path grid meshes from already loaded cells
for(CellList::iterator it = mActiveCells.begin(); it != mActiveCells.end(); it++)
{
disableCellPathgrid(*it);
}
mPathGridRoot->removeAndDestroyAllChildren();
mSceneMgr->destroySceneNode(mPathGridRoot);
mPathGridRoot = NULL;
destroyGridMaterials();
}
}
void Debugging::enableCellPathgrid(MWWorld::Ptr::CellStore *store)
{
ESM::Pathgrid *pathgrid = mEnvironment.mWorld->getStore().pathgrids.search(*store->cell);
if (!pathgrid) return;
Vector3 cellPathGridPos(0, 0, 0);
if (store->cell->isExterior())
{
cellPathGridPos.x = store->cell->data.gridX * ESM::Land::REAL_SIZE;
cellPathGridPos.y = store->cell->data.gridY * ESM::Land::REAL_SIZE;
}
SceneNode *cellPathGrid = mPathGridRoot->createChildSceneNode(cellPathGridPos);
cellPathGrid->attachObject(createPathgridLines(pathgrid));
cellPathGrid->attachObject(createPathgridPoints(pathgrid));
if (store->cell->isExterior())
{
mExteriorPathgridNodes[std::make_pair(store->cell->data.gridX, store->cell->data.gridY)] = cellPathGrid;
}
else
{
assert(mInteriorPathgridNode == NULL);
mInteriorPathgridNode = cellPathGrid;
}
}
void Debugging::disableCellPathgrid(MWWorld::Ptr::CellStore *store)
{
if (store->cell->isExterior())
{
ExteriorPathgridNodes::iterator it =
mExteriorPathgridNodes.find(std::make_pair(store->cell->data.gridX, store->cell->data.gridY));
if (it != mExteriorPathgridNodes.end())
{
destroyCellPathgridNode(it->second);
mExteriorPathgridNodes.erase(it);
}
}
else
{
if (mInteriorPathgridNode)
{
destroyCellPathgridNode(mInteriorPathgridNode);
mInteriorPathgridNode = NULL;
}
}
}
void Debugging::destroyCellPathgridNode(SceneNode *node)
{
mPathGridRoot->removeChild(node);
destroyAttachedObjects(node);
mSceneMgr->destroySceneNode(node);
}
void Debugging::destroyAttachedObjects(SceneNode *node)
{
SceneNode::ObjectIterator objIt = node->getAttachedObjectIterator();
while (objIt.hasMoreElements())
{
MovableObject *mesh = static_cast<MovableObject *>(objIt.getNext());
mSceneMgr->destroyMovableObject(mesh);
}
}
}

@ -4,6 +4,7 @@
#include <utility>
#include <openengine/ogre/renderer.hpp>
#include <openengine/bullet/physic.hpp>
#include "../mwworld/ptr.hpp"
#include <vector>
#include <string>
@ -22,20 +23,58 @@ namespace Ogre
namespace MWWorld
{
class World;
class Environment;
}
namespace MWRender
{
class Player;
class Debugging{
OEngine::Physic::PhysicEngine* eng;
class Debugging
{
OEngine::Physic::PhysicEngine* mEngine;
Ogre::SceneManager *mSceneMgr;
MWWorld::Environment& mEnvironment;
// Path grid stuff
bool mPathgridEnabled;
public:
Debugging(OEngine::Physic::PhysicEngine* engine);
bool toggleRenderMode (int mode);
};
void togglePathgrid();
typedef std::vector<MWWorld::Ptr::CellStore *> CellList;
CellList mActiveCells;
Ogre::SceneNode *mMwRoot;
Ogre::SceneNode *mPathGridRoot;
typedef std::map<std::pair<int,int>, Ogre::SceneNode *> ExteriorPathgridNodes;
ExteriorPathgridNodes mExteriorPathgridNodes;
Ogre::SceneNode *mInteriorPathgridNode;
void enableCellPathgrid(MWWorld::Ptr::CellStore *store);
void disableCellPathgrid(MWWorld::Ptr::CellStore *store);
// utility
void destroyCellPathgridNode(Ogre::SceneNode *node);
void destroyAttachedObjects(Ogre::SceneNode *node);
// materials
bool mGridMatsCreated;
void createGridMaterials();
void destroyGridMaterials();
// path grid meshes
Ogre::ManualObject *createPathgridLines(const ESM::Pathgrid *pathgrid);
Ogre::ManualObject *createPathgridPoints(const ESM::Pathgrid *pathgrid);
public:
Debugging(Ogre::SceneNode* mwRoot, MWWorld::Environment &env, OEngine::Physic::PhysicEngine *engine);
~Debugging();
bool toggleRenderMode (int mode);
void cellAdded(MWWorld::Ptr::CellStore* store);
void cellRemoved(MWWorld::Ptr::CellStore* store);
};
}

@ -2,7 +2,9 @@
#include "renderingmanager.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwgui/window_manager.hpp"
#include "renderconst.hpp"
#include <OgreOverlayManager.h>
#include <OgreMaterialManager.h>
@ -10,16 +12,24 @@
using namespace MWRender;
using namespace Ogre;
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend, MWWorld::Environment* env)
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend, MWRender::RenderingManager* rendering, MWWorld::Environment* env) :
mInterior(false), mCellX(0), mCellY(0)
{
mRendering = rend;
mRenderingManager = rendering;
mEnvironment = env;
mCameraPosNode = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mCameraRotNode = mCameraPosNode->createChildSceneNode();
mCameraNode = mCameraRotNode->createChildSceneNode();
mCellCamera = mRendering->getScene()->createCamera("CellCamera");
mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
// look down -y
const float sqrt0pt5 = 0.707106781;
mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
mCameraNode->attachObject(mCellCamera);
}
LocalMap::~LocalMap()
@ -27,13 +37,14 @@ LocalMap::~LocalMap()
deleteBuffers();
}
const Ogre::Vector2 LocalMap::rotatePoint(const Ogre::Vector2& p, const Ogre::Vector2& c, const float angle)
{
return Vector2( Math::Cos(angle) * (p.x - c.x) - Math::Sin(angle) * (p.y - c.y) + c.x,
Math::Sin(angle) * (p.x - c.x) + Math::Cos(angle) * (p.y - c.y) + c.y);
}
void LocalMap::deleteBuffers()
{
for (std::map<std::string, uint32*>::iterator it=mBuffers.begin();
it != mBuffers.end(); ++it)
{
delete it->second;
}
mBuffers.clear();
}
@ -70,9 +81,6 @@ void LocalMap::saveFogOfWar(MWWorld::Ptr::CellStore* cell)
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
/// \todo why is this workaround needed?
min *= 1.3;
max *= 1.3;
Vector2 length = max-min;
// divide into segments
@ -95,11 +103,15 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
{
mInterior = false;
mCameraRotNode->setOrientation(Quaternion::IDENTITY);
std::string name = "Cell_"+coordStr(cell->cell->data.gridX, cell->cell->data.gridY);
int x = cell->cell->data.gridX;
int y = cell->cell->data.gridY;
mCameraPosNode->setPosition(Vector3(0,0,0));
render((x+0.5)*sSize, (-y-0.5)*sSize, -10000, 10000, sSize, sSize, name);
}
@ -108,17 +120,41 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
{
mInterior = true;
mBounds = bounds;
Vector2 z(bounds.getMaximum().y, bounds.getMinimum().y);
Vector2 min(bounds.getMinimum().x, bounds.getMinimum().z);
Vector2 max(bounds.getMaximum().x, bounds.getMaximum().z);
/// \todo why is this workaround needed?
min *= 1.3;
max *= 1.3;
Vector2 z(mBounds.getMaximum().y, mBounds.getMinimum().y);
const Vector2& north = mEnvironment->mWorld->getNorthVector(cell);
Radian angle(std::atan2(-north.x, -north.y));
mAngle = angle.valueRadians();
mCameraRotNode->setOrientation(Quaternion(Math::Cos(angle/2.f), 0, Math::Sin(angle/2.f), 0));
// rotate the cell and merge the rotated corners to the bounding box
Vector2 _center(bounds.getCenter().x, bounds.getCenter().z);
Vector3 _c1 = bounds.getCorner(AxisAlignedBox::NEAR_LEFT_BOTTOM);
Vector3 _c2 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_BOTTOM);
Vector3 _c3 = bounds.getCorner(AxisAlignedBox::NEAR_RIGHT_BOTTOM);
Vector3 _c4 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_BOTTOM);
Vector2 c1(_c1.x, _c1.z);
Vector2 c2(_c2.x, _c2.z);
Vector2 c3(_c3.x, _c3.z);
Vector2 c4(_c4.x, _c4.z);
c1 = rotatePoint(c1, _center, mAngle);
c2 = rotatePoint(c2, _center, mAngle);
c3 = rotatePoint(c3, _center, mAngle);
c4 = rotatePoint(c4, _center, mAngle);
mBounds.merge(Vector3(c1.x, 0, c1.y));
mBounds.merge(Vector3(c2.x, 0, c2.y));
mBounds.merge(Vector3(c3.x, 0, c3.y));
mBounds.merge(Vector3(c4.x, 0, c4.y));
Vector2 center(mBounds.getCenter().x, mBounds.getCenter().z);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
Vector2 length = max-min;
Vector2 center(bounds.getCenter().x, bounds.getCenter().z);
mCameraPosNode->setPosition(Vector3(center.x, 0, center.y));
// divide into segments
const int segsX = std::ceil( length.x / sSize );
@ -133,7 +169,7 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
Vector2 start = min + Vector2(sSize*x,sSize*y);
Vector2 newcenter = start + 4096;
render(newcenter.x, newcenter.y, z.y, z.x, sSize, sSize,
render(newcenter.x - center.x, newcenter.y - center.y, z.y, z.x, sSize, sSize,
cell->cell->name + "_" + coordStr(x,y));
}
}
@ -152,8 +188,9 @@ void LocalMap::render(const float x, const float y,
// make everything visible
mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
mRenderingManager->disableLights();
mCellCamera->setPosition(Vector3(x, zhigh+100000, y));
mCameraNode->setPosition(Vector3(x, zhigh+100000, y));
//mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
mCellCamera->setFarClipDistance(0); // infinite
@ -187,7 +224,10 @@ void LocalMap::render(const float x, const float y,
vp->setOverlaysEnabled(false);
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0, 0, 0));
//vp->setVisibilityMask( ... );
vp->setVisibilityMask(RV_Map);
// use fallback techniques without shadows and without mrt
vp->setMaterialScheme("Fallback");
rtt->update();
@ -202,16 +242,16 @@ void LocalMap::render(const float x, const float y,
TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
// create a buffer to use for dynamic operations
uint32* buffer = new uint32[sFogOfWarResolution*sFogOfWarResolution];
std::vector<uint32> buffer;
buffer.resize(sFogOfWarResolution*sFogOfWarResolution);
// initialize to (0, 0, 0, 1)
uint32* pointer = buffer;
for (int p=0; p<sFogOfWarResolution*sFogOfWarResolution; ++p)
{
*(pointer+p) = (255 << 24);
buffer[p] = (255 << 24);
}
memcpy(tex2->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), buffer, sFogOfWarResolution*sFogOfWarResolution*4);
memcpy(tex2->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
tex2->getBuffer()->unlock();
mBuffers[texture] = buffer;
@ -220,13 +260,14 @@ void LocalMap::render(const float x, const float y,
//rtt->writeContentsToFile("./" + texture + ".jpg");
}
}
mRenderingManager->enableLights();
// re-enable fog
mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, fStart, fEnd);
}
void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Vector3& direction)
void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation)
{
if (sFogOfWarSkip != 0)
{
@ -237,7 +278,19 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Vector3&
// retrieve the x,y grid coordinates the player is in
int x,y;
Vector2 pos(position.x, position.z);
Vector3 _pos(position.x, 0, position.z);
Vector2 pos(_pos.x, _pos.z);
if (mInterior)
{
pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().z), mAngle);
}
Vector3 playerdirection = -mCameraRotNode->convertWorldToLocalOrientation(orientation).zAxis();
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
if (!mInterior)
{
x = std::ceil(pos.x / sSize)-1;
@ -247,9 +300,6 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Vector3&
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
min *= 1.3;
x = std::ceil((pos.x - min.x)/sSize)-1;
y = std::ceil((pos.y - min.y)/sSize)-1;
@ -264,20 +314,17 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Vector3&
u = std::abs((pos.x - (sSize*x))/sSize);
v = 1-std::abs((pos.y + (sSize*y))/sSize);
texName = "Cell_"+coordStr(x,y);
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
min *= 1.3;
u = (pos.x - min.x - sSize*x)/sSize;
v = (pos.y - min.y - sSize*y)/sSize;
texName = mInteriorName + "_" + coordStr(x,y);
}
mEnvironment->mWindowManager->setPlayerPos(u, v);
mEnvironment->mWindowManager->setPlayerDir(direction.x, -direction.z);
mEnvironment->mWindowManager->setPlayerDir(playerdirection.x, -playerdirection.z);
// explore radius (squared)
const float sqrExploreRadius = 0.01 * sFogOfWarResolution*sFogOfWarResolution;
@ -288,25 +335,23 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Vector3&
{
// get its buffer
if (mBuffers.find(texName) == mBuffers.end()) return;
uint32* buffer = mBuffers[texName];
uint32* pointer = buffer;
int i=0;
for (int texV = 0; texV<sFogOfWarResolution; ++texV)
{
for (int texU = 0; texU<sFogOfWarResolution; ++texU)
{
float sqrDist = Math::Sqr(texU - u*sFogOfWarResolution) + Math::Sqr(texV - v*sFogOfWarResolution);
uint32 clr = *pointer;
uint32 clr = mBuffers[texName][i];
uint8 alpha = (clr >> 24);
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
*((uint32*)pointer) = (alpha << 24);
mBuffers[texName][i] = (uint32) (alpha << 24);
// move to next texel
++pointer;
++i;
}
}
// copy to the texture
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), buffer, sFogOfWarResolution*sFogOfWarResolution*4);
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &mBuffers[texName][0], sFogOfWarResolution*sFogOfWarResolution*4);
tex->getBuffer()->unlock();
}
}

@ -12,13 +12,15 @@ namespace MWWorld
namespace MWRender
{
class RenderingManager;
///
/// \brief Local map rendering
///
class LocalMap
{
public:
LocalMap(OEngine::Render::OgreRenderer*, MWWorld::Environment* env);
LocalMap(OEngine::Render::OgreRenderer*, MWRender::RenderingManager* rendering, MWWorld::Environment* env);
~LocalMap();
/**
@ -44,9 +46,9 @@ namespace MWRender
* @remarks This is used to draw a "fog of war" effect
* to hide areas on the map the player has not discovered yet.
* @param position (OGRE coordinates)
* @param view direction (OGRE coordinates)
* @param camera orientation (OGRE coordinates)
*/
void updatePlayer (const Ogre::Vector3& position, const Ogre::Vector3& direction);
void updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation);
/**
* Save the fog of war for the current cell to disk.
@ -58,6 +60,7 @@ namespace MWRender
private:
OEngine::Render::OgreRenderer* mRendering;
MWRender::RenderingManager* mRenderingManager;
MWWorld::Environment* mEnvironment;
// 1024*1024 pixels for a cell
@ -73,6 +76,12 @@ namespace MWRender
static const int sSize = 8192;
Ogre::Camera* mCellCamera;
Ogre::SceneNode* mCameraNode;
Ogre::SceneNode* mCameraPosNode;
Ogre::SceneNode* mCameraRotNode;
float mAngle;
const Ogre::Vector2 rotatePoint(const Ogre::Vector2& p, const Ogre::Vector2& c, const float angle);
void render(const float x, const float y,
const float zlow, const float zhigh,
@ -86,7 +95,7 @@ namespace MWRender
// a buffer for the "fog of war" texture of the current cell.
// interior cells could be divided into multiple textures,
// so we store in a map.
std::map <std::string, Ogre::uint32*> mBuffers;
std::map <std::string, std::vector<Ogre::uint32> > mBuffers;
void deleteBuffers();

@ -1,5 +1,6 @@
#include "npcanimation.hpp"
#include "../mwworld/world.hpp"
#include "renderconst.hpp"
using namespace Ogre;
@ -65,6 +66,27 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, MWWorld::Environment& _env,O
NifOgre::NIFLoader::load(smodel);
base = mRend.getScene()->createEntity(smodel);
base->setVisibilityFlags(RV_Actors);
bool transparent = false;
for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
{
Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
base->setSkipAnimationStateUpdate(true); //Magical line of code, this makes the bones
//stay in the same place when we skipanim, or open a gui window
@ -218,6 +240,7 @@ Ogre::Entity* NpcAnimation::insertBoundedPart(const std::string &mesh, std::stri
NIFLoader::load(mesh);
Entity* ent = mRend.getScene()->createEntity(mesh);
ent->setVisibilityFlags(RV_Actors);
base->attachObjectToBone(bonename, ent);
return ent;
@ -227,9 +250,7 @@ void NpcAnimation::insertFreePart(const std::string &mesh, const std::string suf
NIFLoader::load(meshNumbered);
Ogre::Entity* ent = mRend.getScene()->createEntity(meshNumbered);
ent->setVisibilityFlags(RV_Actors);
insert->attachObject(ent);
entityparts.push_back(ent);

@ -3,6 +3,8 @@
#include <OgreSceneNode.h>
#include <components/nifogre/ogre_nif_loader.hpp>
#include <components/settings/settings.hpp>
#include "renderconst.hpp"
using namespace MWRender;
@ -88,38 +90,112 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
NifOgre::NIFLoader::load(mesh);
Ogre::Entity *ent = mRenderer.getScene()->createEntity(mesh);
if(!mIsStatic)
Ogre::Vector3 extents = ent->getBoundingBox().getSize();
extents *= insert->getScale();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) && Settings::Manager::getBool("limit small object distance", "Objects");
// do not fade out doors. that will cause holes and look stupid
if (ptr.getTypeName().find("Door") != std::string::npos)
small = false;
if (mBounds.find(ptr.getCell()) == mBounds.end())
mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
Ogre::AxisAlignedBox bounds = ent->getBoundingBox();
bounds = Ogre::AxisAlignedBox(
insert->_getDerivedPosition() + bounds.getMinimum(),
insert->_getDerivedPosition() + bounds.getMaximum()
);
bounds.scale(insert->getScale());
mBounds[ptr.getCell()].merge(bounds);
bool transparent = false;
for (unsigned int i=0; i<ent->getNumSubEntities(); ++i)
{
Ogre::MaterialPtr mat = ent->getSubEntity(i)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects"))
{
insert->attachObject(ent);
ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
}
else
{
Ogre::StaticGeometry* sg = 0;
if(mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
/* if (transparent)
{
if( mStaticGeometryAlpha.find(ptr.getCell()) == mStaticGeometryAlpha.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometryAlpha[ptr.getCell()] = sg;
}
else
sg = mStaticGeometryAlpha[ptr.getCell()];
}
else*/ if (small)
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
//Create the scenenode and put it in the map
mStaticGeometry[ptr.getCell()] = sg;
// This specifies the size of a single batch region.
// If it is set too high:
// - there will be problems choosing the correct lights
// - the culling will be more inefficient
// If it is set too low:
// - there will be too many batches.
sg->setRegionDimensions(Ogre::Vector3(2500,2500,2500));
mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
mBounds[ptr.getCell()].merge(ent->getBoundingBox());
if( mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometrySmall[ptr.getCell()] = sg;
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
}
else
sg = mStaticGeometrySmall[ptr.getCell()];
}
else
{
sg = mStaticGeometry[ptr.getCell()];
if( mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometry[ptr.getCell()] = sg;
}
else
sg = mStaticGeometry[ptr.getCell()];
}
// This specifies the size of a single batch region.
// If it is set too high:
// - there will be problems choosing the correct lights
// - the culling will be more inefficient
// If it is set too low:
// - there will be too many batches.
sg->setRegionDimensions(Ogre::Vector3(2500,2500,2500));
sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());
mBounds[ptr.getCell()].merge(insert->_getDerivedPosition());
sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
sg->setCastShadows(true);
sg->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
mRenderer.getScene()->destroyEntity(ent);
}
@ -131,6 +207,7 @@ void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, f
assert(insert);
Ogre::Light *light = mRenderer.getScene()->createLight();
light->setDiffuseColour (r, g, b);
mLights.push_back(light->getName());
float cval=0.0f, lval=0.0f, qval=0.0f;
@ -206,7 +283,21 @@ void Objects::removeCell(MWWorld::Ptr::CellStore* store)
mRenderer.getScene()->destroyStaticGeometry (sg);
sg = 0;
}
if(mStaticGeometrySmall.find(store) != mStaticGeometrySmall.end())
{
Ogre::StaticGeometry* sg = mStaticGeometrySmall[store];
mStaticGeometrySmall.erase(store);
mRenderer.getScene()->destroyStaticGeometry (sg);
sg = 0;
}
/*if(mStaticGeometryAlpha.find(store) != mStaticGeometryAlpha.end())
{
Ogre::StaticGeometry* sg = mStaticGeometryAlpha[store];
mStaticGeometryAlpha.erase(store);
mRenderer.getScene()->destroyStaticGeometry (sg);
sg = 0;
}*/
if(mBounds.find(store) != mBounds.end())
mBounds.erase(store);
}
@ -218,9 +309,50 @@ void Objects::buildStaticGeometry(ESMS::CellStore<MWWorld::RefData>& cell)
Ogre::StaticGeometry* sg = mStaticGeometry[&cell];
sg->build();
}
if(mStaticGeometrySmall.find(&cell) != mStaticGeometrySmall.end())
{
Ogre::StaticGeometry* sg = mStaticGeometrySmall[&cell];
sg->build();
}
/*if(mStaticGeometryAlpha.find(&cell) != mStaticGeometryAlpha.end())
{
Ogre::StaticGeometry* sg = mStaticGeometryAlpha[&cell];
sg->build();
}*/
}
Ogre::AxisAlignedBox Objects::getDimensions(MWWorld::Ptr::CellStore* cell)
{
return mBounds[cell];
}
void Objects::enableLights()
{
std::vector<std::string>::iterator it = mLights.begin();
while (it != mLights.end())
{
if (mMwRoot->getCreator()->hasLight(*it))
{
mMwRoot->getCreator()->getLight(*it)->setVisible(true);
++it;
}
else
it = mLights.erase(it);
}
}
void Objects::disableLights()
{
std::vector<std::string>::iterator it = mLights.begin();
while (it != mLights.end())
{
if (mMwRoot->getCreator()->hasLight(*it))
{
mMwRoot->getCreator()->getLight(*it)->setVisible(false);
++it;
}
else
it = mLights.erase(it);
}
}

@ -14,7 +14,10 @@ class Objects{
OEngine::Render::OgreRenderer &mRenderer;
std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mStaticGeometry;
std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mStaticGeometrySmall;
//std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mStaticGeometryAlpha;
std::map<MWWorld::Ptr::CellStore *, Ogre::AxisAlignedBox> mBounds;
std::vector<std::string> mLights;
Ogre::SceneNode* mMwRoot;
bool mIsStatic;
static int uniqueID;
@ -43,6 +46,9 @@ public:
void insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh);
void insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, float radius);
void enableLights();
void disableLights();
Ogre::AxisAlignedBox getDimensions(MWWorld::Ptr::CellStore*);
///< get a bounding box that encloses all objects in the specified cell

@ -0,0 +1,304 @@
#include "occlusionquery.hpp"
#include "renderconst.hpp"
#include <OgreRenderSystem.h>
#include <OgreRoot.h>
#include <OgreBillboardSet.h>
#include <OgreHardwareOcclusionQuery.h>
#include <OgreEntity.h>
#include <OgreSubEntity.h>
#include <OgreMaterialManager.h>
using namespace MWRender;
using namespace Ogre;
OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mSingleObjectQuery(0), mActiveQuery(0),
mDoQuery(0), mSunVisibility(0), mQuerySingleObjectStarted(false), mTestResult(false),
mQuerySingleObjectRequested(false), mWasVisible(false), mObjectWasVisible(false), mDoQuery2(false),
mBBNode(0)
{
mRendering = renderer;
mSunNode = sunNode;
try {
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
mSunTotalAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSunVisibleAreaQuery = renderSystem->createHardwareOcclusionQuery();
mSingleObjectQuery = renderSystem->createHardwareOcclusionQuery();
mSupported = (mSunTotalAreaQuery != 0) && (mSunVisibleAreaQuery != 0) && (mSingleObjectQuery != 0);
}
catch (Ogre::Exception e)
{
mSupported = false;
}
if (!mSupported)
{
std::cout << "Hardware occlusion queries not supported." << std::endl;
return;
}
MaterialPtr matBase = MaterialManager::getSingleton().getByName("BaseWhiteNoLighting");
MaterialPtr matQueryArea = matBase->clone("QueryTotalPixels");
matQueryArea->setDepthWriteEnabled(false);
matQueryArea->setColourWriteEnabled(false);
matQueryArea->setDepthCheckEnabled(false); // Not occluded by objects
MaterialPtr matQueryVisible = matBase->clone("QueryVisiblePixels");
matQueryVisible->setDepthWriteEnabled(false);
matQueryVisible->setColourWriteEnabled(false); // Uncomment this to visualize the occlusion query
matQueryVisible->setDepthCheckEnabled(true); // Occluded by objects
matQueryVisible->setCullingMode(CULL_NONE);
matQueryVisible->setManualCullingMode(MANUAL_CULL_NONE);
if (sunNode)
mBBNode = mSunNode->getParentSceneNode()->createChildSceneNode();
mObjectNode = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mBBQueryTotal = mRendering->getScene()->createBillboardSet(1);
mBBQueryTotal->setCastShadows(false);
mBBQueryTotal->setDefaultDimensions(150, 150);
mBBQueryTotal->createBillboard(Vector3::ZERO);
mBBQueryTotal->setMaterialName("QueryTotalPixels");
mBBQueryTotal->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBNodeReal->attachObject(mBBQueryTotal);
mBBQueryVisible = mRendering->getScene()->createBillboardSet(1);
mBBQueryVisible->setCastShadows(false);
mBBQueryVisible->setDefaultDimensions(150, 150);
mBBQueryVisible->createBillboard(Vector3::ZERO);
mBBQueryVisible->setMaterialName("QueryVisiblePixels");
mBBQueryVisible->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBNodeReal->attachObject(mBBQueryVisible);
mBBQuerySingleObject = mRendering->getScene()->createBillboardSet(1);
/// \todo ideally this should occupy exactly 1 pixel on the screen
mBBQuerySingleObject->setCastShadows(false);
mBBQuerySingleObject->setDefaultDimensions(0.003, 0.003);
mBBQuerySingleObject->createBillboard(Vector3::ZERO);
mBBQuerySingleObject->setMaterialName("QueryVisiblePixels");
mBBQuerySingleObject->setRenderQueueGroup(RQG_OcclusionQuery);
mObjectNode->attachObject(mBBQuerySingleObject);
mRendering->getScene()->addRenderObjectListener(this);
mRendering->getScene()->addRenderQueueListener(this);
mDoQuery = true;
}
OcclusionQuery::~OcclusionQuery()
{
RenderSystem* renderSystem = Root::getSingleton().getRenderSystem();
if (mSunTotalAreaQuery) renderSystem->destroyHardwareOcclusionQuery(mSunTotalAreaQuery);
if (mSunVisibleAreaQuery) renderSystem->destroyHardwareOcclusionQuery(mSunVisibleAreaQuery);
if (mSingleObjectQuery) renderSystem->destroyHardwareOcclusionQuery(mSingleObjectQuery);
}
bool OcclusionQuery::supported()
{
return mSupported;
}
void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
const LightList* pLightList, bool suppressRenderStateChanges)
{
// The following code activates and deactivates the occlusion queries
// so that the queries only include the rendering of their intended targets
// Close the last occlusion query
// Each occlusion query should only last a single rendering
if (mActiveQuery != NULL)
{
mActiveQuery->endOcclusionQuery();
mActiveQuery = NULL;
}
// Open a new occlusion query
if (mDoQuery == true)
{
if (rend == mBBQueryTotal)
{
mActiveQuery = mSunTotalAreaQuery;
mWasVisible = true;
}
else if (rend == mBBQueryVisible)
{
mActiveQuery = mSunVisibleAreaQuery;
}
}
if (mDoQuery == true && rend == mBBQuerySingleObject)
{
mQuerySingleObjectStarted = true;
mQuerySingleObjectRequested = false;
mActiveQuery = mSingleObjectQuery;
mObjectWasVisible = true;
}
if (mActiveQuery != NULL)
mActiveQuery->beginOcclusionQuery();
}
void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation)
{
if (mActiveQuery != NULL)
{
mActiveQuery->endOcclusionQuery();
mActiveQuery = NULL;
}
/**
* for every beginOcclusionQuery(), we want a respective pullOcclusionQuery() and vice versa
* this also means that results can be wrong at other places if we pull, but beginOcclusionQuery() was never called
* this can happen for example if the object that is tested is outside of the view frustum
* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
*/
if (queueGroupId == RQG_SkiesLate)
{
if (mWasVisible == false && mDoQuery)
{
mSunTotalAreaQuery->beginOcclusionQuery();
mSunTotalAreaQuery->endOcclusionQuery();
mSunVisibleAreaQuery->beginOcclusionQuery();
mSunVisibleAreaQuery->endOcclusionQuery();
}
if (mObjectWasVisible == false && mDoQuery)
{
mSingleObjectQuery->beginOcclusionQuery();
mSingleObjectQuery->endOcclusionQuery();
mQuerySingleObjectStarted = true;
mQuerySingleObjectRequested = false;
}
}
}
void OcclusionQuery::update(float duration)
{
if (!mSupported) return;
mWasVisible = false;
mObjectWasVisible = false;
// Adjust the position of the sun billboards according to camera viewing distance
// we need to do this to make sure that _everything_ can occlude the sun
float dist = mRendering->getCamera()->getFarClipDistance();
if (dist==0) dist = 10000000;
dist -= 1000; // bias
dist /= 1000.f;
if (mBBNode)
{
mBBNode->setPosition(mSunNode->getPosition() * dist);
mBBNode->setScale(dist, dist, dist);
mBBNodeReal->setPosition(mBBNode->_getDerivedPosition());
mBBNodeReal->setScale(mBBNode->getScale());
}
// Stop occlusion queries until we get their information
// (may not happen on the same frame they are requested in)
mDoQuery = false;
if (!mSunTotalAreaQuery->isStillOutstanding()
&& !mSunVisibleAreaQuery->isStillOutstanding()
&& !mSingleObjectQuery->isStillOutstanding())
{
unsigned int totalPixels;
unsigned int visiblePixels;
mSunTotalAreaQuery->pullOcclusionQuery(&totalPixels);
mSunVisibleAreaQuery->pullOcclusionQuery(&visiblePixels);
if (totalPixels == 0)
{
// probably outside of the view frustum
mSunVisibility = 0;
}
else
{
mSunVisibility = float(visiblePixels) / float(totalPixels);
if (mSunVisibility > 1) mSunVisibility = 1;
}
unsigned int result;
mSingleObjectQuery->pullOcclusionQuery(&result);
mTestResult = (result != 0);
mQuerySingleObjectStarted = false;
mQuerySingleObjectRequested = false;
mDoQuery = true;
}
}
void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object)
{
assert( !occlusionTestPending()
&& "Occlusion test still pending");
mBBQuerySingleObject->setVisible(true);
mObjectNode->setPosition(position);
// scale proportional to camera distance, in order to always give the billboard the same size in screen-space
mObjectNode->setScale( Vector3(1,1,1)*(position - mRendering->getCamera()->getRealPosition()).length() );
mQuerySingleObjectRequested = true;
}
bool OcclusionQuery::occlusionTestPending()
{
return (mQuerySingleObjectRequested || mQuerySingleObjectStarted);
}
void OcclusionQuery::setSunNode(Ogre::SceneNode* node)
{
mSunNode = node;
if (!mBBNode)
mBBNode = node->getParentSceneNode()->createChildSceneNode();
}
bool OcclusionQuery::getTestResult()
{
assert( !occlusionTestPending()
&& "Occlusion test still pending");
return mTestResult;
}
bool OcclusionQuery::isPotentialOccluder(Ogre::SceneNode* node)
{
bool result = false;
for (unsigned int i=0; i < node->numAttachedObjects(); ++i)
{
MovableObject* ob = node->getAttachedObject(i);
std::string type = ob->getMovableType();
if (type == "Entity")
{
Entity* ent = static_cast<Entity*>(ob);
for (unsigned int j=0; j < ent->getNumSubEntities(); ++j)
{
// if any sub entity has a material with depth write off,
// consider the object as not an occluder
MaterialPtr mat = ent->getSubEntity(j)->getMaterial();
Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
return false;
else
result = true;
}
}
}
}
}
return result;
}

@ -0,0 +1,105 @@
#ifndef _GAME_OCCLUSION_QUERY_H
#define _GAME_OCCLUSION_QUERY_H
#include <OgreRenderObjectListener.h>
#include <OgreRenderQueueListener.h>
namespace Ogre
{
class HardwareOcclusionQuery;
class Entity;
class SceneNode;
}
#include <openengine/ogre/renderer.hpp>
namespace MWRender
{
///
/// \brief Implements hardware occlusion queries on the GPU
///
class OcclusionQuery : public Ogre::RenderObjectListener, public Ogre::RenderQueueListener
{
public:
OcclusionQuery(OEngine::Render::OgreRenderer*, Ogre::SceneNode* sunNode);
~OcclusionQuery();
/**
* @return true if occlusion queries are supported on the user's hardware
*/
bool supported();
/**
* per-frame update
*/
void update(float duration);
/**
* request occlusion test for a billboard at the given position, omitting an entity
* @param position of the billboard in ogre coordinates
* @param object to exclude from the occluders
*/
void occlusionTest(const Ogre::Vector3& position, Ogre::SceneNode* object);
/**
* @return true if a request is still outstanding
*/
bool occlusionTestPending();
/**
* Checks if the objects held by this scenenode
* can be considered as potential occluders
* (which might not be the case when transparency is involved)
* @param Scene node
*/
bool isPotentialOccluder(Ogre::SceneNode* node);
/**
* @return true if the object tested in the last request was occluded
*/
bool getTestResult();
float getSunVisibility() const {return mSunVisibility;};
void setSunNode(Ogre::SceneNode* node);
private:
Ogre::HardwareOcclusionQuery* mSunTotalAreaQuery;
Ogre::HardwareOcclusionQuery* mSunVisibleAreaQuery;
Ogre::HardwareOcclusionQuery* mSingleObjectQuery;
Ogre::HardwareOcclusionQuery* mActiveQuery;
Ogre::BillboardSet* mBBQueryVisible;
Ogre::BillboardSet* mBBQueryTotal;
Ogre::BillboardSet* mBBQuerySingleObject;
Ogre::SceneNode* mSunNode;
Ogre::SceneNode* mBBNode;
Ogre::SceneNode* mBBNodeReal;
float mSunVisibility;
Ogre::SceneNode* mObjectNode;
bool mWasVisible;
bool mObjectWasVisible;
bool mTestResult;
bool mSupported;
bool mDoQuery;
bool mDoQuery2;
bool mQuerySingleObjectRequested;
bool mQuerySingleObjectStarted;
OEngine::Render::OgreRenderer* mRendering;
protected:
virtual void notifyRenderSingleObject(Ogre::Renderable* rend, const Ogre::Pass* pass, const Ogre::AutoParamDataSource* source,
const Ogre::LightList* pLightList, bool suppressRenderStateChanges);
virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String& invocation, bool& repeatThisInvocation);
};
}
#endif

@ -0,0 +1,62 @@
#ifndef GAME_RENDER_CONST_H
#define GAME_RENDER_CONST_H
#include <OgreRenderQueue.h>
namespace MWRender
{
// Render queue groups
enum RenderQueueGroups
{
// Sky early (atmosphere, clouds, moons)
RQG_SkiesEarly = Ogre::RENDER_QUEUE_SKIES_EARLY,
RQG_Main = Ogre::RENDER_QUEUE_MAIN,
RQG_Water = Ogre::RENDER_QUEUE_7+1,
RQG_Alpha = Ogre::RENDER_QUEUE_MAIN,
RQG_UnderWater = Ogre::RENDER_QUEUE_7+1,
RQG_OcclusionQuery = Ogre::RENDER_QUEUE_8,
// Sky late (sun & sun flare)
RQG_SkiesLate = Ogre::RENDER_QUEUE_SKIES_LATE
};
// Visibility flags
enum VisibilityFlags
{
// Terrain
RV_Terrain = 1,
// Statics (e.g. trees, houses)
RV_Statics = 2,
// Small statics
RV_StaticsSmall = 4,
// Water
RV_Water = 8,
// Actors (player, npcs, creatures)
RV_Actors = 16,
// Misc objects (containers, dynamic objects)
RV_Misc = 32,
RV_Sky = 64,
// Sun glare (not visible in reflection)
RV_Glare = 128,
RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water,
/// \todo markers (normally hidden)
};
}
#endif

@ -12,7 +12,12 @@
#include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone
#include "../mwworld/ptr.hpp"
#include <components/esm/loadstat.hpp>
#include <components/settings/settings.hpp>
#include "shadows.hpp"
#include "shaderhelper.hpp"
#include "localmap.hpp"
#include "water.hpp"
using namespace MWRender;
using namespace Ogre;
@ -20,16 +25,54 @@ using namespace Ogre;
namespace MWRender {
RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0), mDebugging(engine)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0), mSunEnabled(0)
{
mRendering.createScene("PlayerCam", 55, 5);
mRendering.createScene("PlayerCam", Settings::Manager::getFloat("field of view", "General"), 5);
mWater = 0;
//The fog type must be set before any terrain objects are created as if the
//fog type is set to FOG_NONE then the initially created terrain won't have any fog
configureFog(1, ColourValue(1,1,1));
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
TextureManager::getSingleton().setDefaultNumMipmaps(Settings::Manager::getInt("num mipmaps", "General"));
// Set default texture filtering options
TextureFilterOptions tfo;
std::string filter = Settings::Manager::getString("texture filtering", "General");
if (filter == "anisotropic") tfo = TFO_ANISOTROPIC;
else if (filter == "trilinear") tfo = TFO_TRILINEAR;
else if (filter == "bilinear") tfo = TFO_BILINEAR;
else if (filter == "none") tfo = TFO_NONE;
MaterialManager::getSingleton().setDefaultTextureFiltering(tfo);
MaterialManager::getSingleton().setDefaultAnisotropy( (filter == "anisotropic") ? Settings::Manager::getInt("anisotropy", "General") : 1 );
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// disable unsupported effects
const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
if (caps->getNumMultiRenderTargets() < 2)
Settings::Manager::setBool("shader", "Water", false);
if (!caps->isShaderProfileSupported("fp40") && !caps->isShaderProfileSupported("ps_4_0"))
Settings::Manager::setBool("enabled", "Shadows", false);
// note that the order is important here
if (useMRT())
{
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "gbuffer");
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbuffer", true);
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "Underwater");
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "gbufferFinalizer");
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbufferFinalizer", true);
}
else
{
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "UnderwaterNoMRT");
}
// Turn the entire scene (represented by the 'root' node) -90
// degrees around the x axis. This makes Z go upwards, and Y go into
// the screen (when x is to the right.) This is the orientation that
@ -40,31 +83,39 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
mMwRoot->pitch(Degree(-90));
mObjects.setMwRoot(mMwRoot);
mActors.setMwRoot(mMwRoot);
//used to obtain ingame information of ogre objects (which are faced or selected)
mRaySceneQuery = mRendering.getScene()->createRayQuery(Ray());
Ogre::SceneNode *playerNode = mMwRoot->createChildSceneNode ("player");
playerNode->pitch(Degree(90));
Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(mRendering.getCamera());
mShadows = new Shadows(&mRendering);
mShaderHelper = new ShaderHelper(this);
mTerrainManager = new TerrainManager(mRendering.getScene(), this,
environment);
//mSkyManager = 0;
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
mOcclusionQuery = new OcclusionQuery(&mRendering, mSkyManager->getSunNode());
mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
mSun = 0;
mLocalMap = new MWRender::LocalMap(&mRendering, &environment);
mDebugging = new Debugging(mMwRoot, environment, engine);
mLocalMap = new MWRender::LocalMap(&mRendering, this, &environment);
}
RenderingManager::~RenderingManager ()
{
//TODO: destroy mSun?
delete mPlayer;
delete mSkyManager;
delete mDebugging;
delete mTerrainManager;
delete mLocalMap;
delete mOcclusionQuery;
}
MWRender::SkyManager* RenderingManager::getSkyManager()
@ -88,14 +139,35 @@ OEngine::Render::Fader* RenderingManager::getFader()
return mRendering.getFader();
}
void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){
void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store)
{
mObjects.removeCell(store);
mActors.removeCell(store);
mDebugging->cellRemoved(store);
if (store->cell->isExterior())
mTerrainManager->cellRemoved(store);
}
void RenderingManager::removeWater ()
{
if(mWater){
mWater->setActive(false);
}
}
void RenderingManager::toggleWater()
{
if (mWater)
mWater->toggle();
}
void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store)
{
mObjects.buildStaticGeometry (*store);
mDebugging->cellAdded(store);
if (store->cell->isExterior())
mTerrainManager->cellAdded(store);
waterAdded(store);
}
void RenderingManager::addObject (const MWWorld::Ptr& ptr){
@ -136,18 +208,44 @@ void RenderingManager::moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Ve
void RenderingManager::update (float duration){
mActors.update (duration);
mOcclusionQuery->update(duration);
mSkyManager->update(duration);
mSkyManager->setGlare(mOcclusionQuery->getSunVisibility());
mRendering.update(duration);
mLocalMap->updatePlayer( mRendering.getCamera()->getRealPosition(), mRendering.getCamera()->getRealDirection() );
mLocalMap->updatePlayer( mRendering.getCamera()->getRealPosition(), mRendering.getCamera()->getRealOrientation() );
checkUnderwater();
}
void RenderingManager::waterAdded (MWWorld::Ptr::CellStore *store){
if(store->cell->data.flags & store->cell->HasWater){
if(mWater == 0)
mWater = new MWRender::Water(mRendering.getCamera(), mSkyManager, store->cell);
else
mWater->changeCell(store->cell);
mWater->setActive(true);
}
else
removeWater();
}
void RenderingManager::setWaterHeight(const float height)
{
if (mWater)
mWater->setHeight(height);
}
void RenderingManager::skyEnable ()
{
if(mSkyManager)
mSkyManager->enable();
mOcclusionQuery->setSunNode(mSkyManager->getSunNode());
}
void RenderingManager::skyDisable ()
@ -171,7 +269,7 @@ void RenderingManager::skySetDate (int day, int month)
int RenderingManager::skyGetMasserPhase() const
{
return mSkyManager->getMasserPhase();
}
@ -187,17 +285,31 @@ void RenderingManager::skySetMoonColour (bool red){
bool RenderingManager::toggleRenderMode(int mode)
{
if (mode == MWWorld::World::Render_CollisionDebug)
return mDebugging.toggleRenderMode(mode);
if (mode != MWWorld::World::Render_Wireframe)
return mDebugging->toggleRenderMode(mode);
else // if (mode == MWWorld::World::Render_Wireframe)
{
if (mRendering.getCamera()->getPolygonMode() == PM_SOLID)
{
// disable compositors
if (useMRT())
{
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbuffer", false);
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbufferFinalizer", false);
}
mRendering.getCamera()->setPolygonMode(PM_WIREFRAME);
return true;
}
else
{
// re-enable compositors
if (useMRT())
{
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbuffer", true);
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbufferFinalizer", true);
}
mRendering.getCamera()->setPolygonMode(PM_SOLID);
return false;
}
@ -206,27 +318,29 @@ bool RenderingManager::toggleRenderMode(int mode)
void RenderingManager::configureFog(ESMS::CellStore<MWWorld::RefData> &mCell)
{
Ogre::ColourValue color;
color.setAsABGR (mCell.cell->ambi.fog);
Ogre::ColourValue color;
color.setAsABGR (mCell.cell->ambi.fog);
configureFog(mCell.cell->ambi.fogDensity, color);
configureFog(mCell.cell->ambi.fogDensity, color);
}
void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour)
{
/// \todo make the viewing distance and fog start/end configurable
{
float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance");
// right now we load 3x3 cells, so the maximum viewing distance we
// can allow (to prevent objects suddenly popping up) equals:
// 8192 * 0.69
// ^ cell size ^ minimum density value used (clear weather)
float low = 5652.48 / density / 2.f;
float high = 5652.48 / density;
float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance");
float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance");
mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
mRendering.getCamera()->setFarClipDistance ( high );
mRendering.getViewport()->setBackgroundColour (colour);
mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
mRendering.getCamera()->setFarClipDistance ( max / density );
mRendering.getViewport()->setBackgroundColour (colour);
CompositorInstance* inst = CompositorManager::getSingleton().getCompositorChain(mRendering.getViewport())->getCompositor("gbuffer");
if (inst != 0)
inst->getCompositor()->getTechnique(0)->getTargetPass(0)->getPass(0)->setClearColour(colour);
if (mWater)
mWater->setViewportBackground(colour);
}
@ -236,55 +350,62 @@ void RenderingManager::setAmbientMode()
{
case 0:
mRendering.getScene()->setAmbientLight(mAmbientColor);
setAmbientColour(mAmbientColor);
break;
case 1:
mRendering.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
setAmbientColour(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
break;
case 2:
mRendering.getScene()->setAmbientLight(ColourValue(1,1,1));
setAmbientColour(ColourValue(1,1,1));
break;
}
}
void RenderingManager::configureAmbient(ESMS::CellStore<MWWorld::RefData> &mCell)
{
mAmbientColor.setAsABGR (mCell.cell->ambi.ambient);
setAmbientMode();
mAmbientColor.setAsABGR (mCell.cell->ambi.ambient);
setAmbientMode();
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
if(!mSun)
{
mSun = mRendering.getScene()->createLight();
}
Ogre::ColourValue colour;
colour.setAsABGR (mCell.cell->ambi.sunlight);
mSun->setDiffuseColour (colour);
mSun->setType(Ogre::Light::LT_DIRECTIONAL);
mSun->setDirection(0,-1,0);
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
if(!mSun)
{
mSun = mRendering.getScene()->createLight();
}
Ogre::ColourValue colour;
colour.setAsABGR (mCell.cell->ambi.sunlight);
mSun->setDiffuseColour (colour);
mSun->setType(Ogre::Light::LT_DIRECTIONAL);
mSun->setDirection(0,-1,0);
}
// Switch through lighting modes.
void RenderingManager::toggleLight()
{
if (mAmbientMode==2)
mAmbientMode = 0;
else
++mAmbientMode;
if (mAmbientMode==2)
mAmbientMode = 0;
else
++mAmbientMode;
switch (mAmbientMode)
{
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;
}
switch (mAmbientMode)
{
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();
setAmbientMode();
}
void RenderingManager::checkUnderwater()
{
if(mWater)
{
mWater->checkUnderwater( mRendering.getCamera()->getRealPosition().y );
}
}
void RenderingManager::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName,
@ -300,30 +421,43 @@ void RenderingManager::skipAnimation (const MWWorld::Ptr& ptr)
void RenderingManager::setSunColour(const Ogre::ColourValue& colour)
{
if (!mSunEnabled) return;
mSun->setDiffuseColour(colour);
mSun->setSpecularColour(colour);
mTerrainManager->setDiffuse(colour);
}
void RenderingManager::setAmbientColour(const Ogre::ColourValue& colour)
{
mRendering.getScene()->setAmbientLight(colour);
mTerrainManager->setAmbient(colour);
}
void RenderingManager::sunEnable()
{
if (mSun) mSun->setVisible(true);
// Don't disable the light, as the shaders assume the first light to be directional.
//if (mSun) mSun->setVisible(true);
mSunEnabled = true;
}
void RenderingManager::sunDisable()
{
if (mSun) mSun->setVisible(false);
// Don't disable the light, as the shaders assume the first light to be directional.
//if (mSun) mSun->setVisible(false);
mSunEnabled = false;
if (mSun)
{
mSun->setDiffuseColour(ColourValue(0,0,0));
mSun->setSpecularColour(ColourValue(0,0,0));
}
}
void RenderingManager::setSunDirection(const Ogre::Vector3& direction)
{
// direction * -1 (because 'direction' is camera to sun vector and not sun to camera),
// direction * -1 (because 'direction' is camera to sun vector and not sun to camera),
// then convert from MW to ogre coordinates (swap y,z and make y negative)
if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.z, direction.y));
mSkyManager->setSunDirection(direction);
}
@ -345,4 +479,26 @@ void RenderingManager::preCellChange(MWWorld::Ptr::CellStore* cell)
mLocalMap->saveFogOfWar(cell);
}
void RenderingManager::disableLights()
{
mObjects.disableLights();
sunDisable();
}
void RenderingManager::enableLights()
{
mObjects.enableLights();
sunEnable();
}
const bool RenderingManager::useMRT()
{
return Settings::Manager::getBool("shader", "Water");
}
Shadows* RenderingManager::getShadows()
{
return mShadows;
}
} // namespace

@ -3,6 +3,7 @@
#include "sky.hpp"
#include "terrain.hpp"
#include "debugging.hpp"
#include "../mwworld/class.hpp"
@ -24,15 +25,12 @@
#include "objects.hpp"
#include "actors.hpp"
#include "player.hpp"
#include "localmap.hpp"
#include "occlusionquery.hpp"
namespace Ogre
{
class Camera;
class Viewport;
class SceneManager;
class SceneNode;
class RaySceneQuery;
class Quaternion;
class Vector3;
}
@ -45,7 +43,10 @@ namespace MWWorld
namespace MWRender
{
class Shadows;
class ShaderHelper;
class LocalMap;
class Water;
class RenderingManager: private RenderingInterface {
@ -59,6 +60,8 @@ class RenderingManager: private RenderingInterface {
RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment);
virtual ~RenderingManager();
virtual MWRender::Player& getPlayer(); /// \todo move this to private again as soon as
/// MWWorld::Player has been rewritten to not need access
/// to internal details of the rendering system anymore
@ -67,7 +70,7 @@ class RenderingManager: private RenderingInterface {
void toggleLight();
bool toggleRenderMode(int mode);
OEngine::Render::Fader* getFader();
void removeCell (MWWorld::Ptr::CellStore *store);
@ -75,6 +78,11 @@ class RenderingManager: private RenderingInterface {
/// \todo this function should be removed later. Instead the rendering subsystems should track
/// when rebatching is needed and update automatically at the end of each frame.
void cellAdded (MWWorld::Ptr::CellStore *store);
void waterAdded(MWWorld::Ptr::CellStore *store);
void removeWater();
static const bool useMRT();
void preCellChange (MWWorld::Ptr::CellStore* store);
///< this event is fired immediately before changing cell
@ -86,17 +94,29 @@ class RenderingManager: private RenderingInterface {
void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation);
void checkUnderwater();
void setWaterHeight(const float height);
void toggleWater();
/// \param store Cell the object was in previously (\a ptr has already been updated to the new cell).
void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store);
void update (float duration);
void setAmbientColour(const Ogre::ColourValue& colour);
void setSunColour(const Ogre::ColourValue& colour);
void setSunDirection(const Ogre::Vector3& direction);
void sunEnable();
void sunDisable();
void disableLights();
void enableLights();
bool occlusionQuerySupported() { return mOcclusionQuery->supported(); };
OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; };
Shadows* getShadows();
void setGlare(bool glare);
void skyEnable ();
void skyDisable ();
@ -109,13 +129,13 @@ class RenderingManager: private RenderingInterface {
void requestMap (MWWorld::Ptr::CellStore* cell);
///< request the local map for a cell
/// configure fog according to cell
void configureFog(ESMS::CellStore<MWWorld::RefData> &mCell);
/// configure fog manually
void configureFog(const float density, const Ogre::ColourValue& colour);
void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
int number = 1);
///< Run animation for a MW-reference. Calls to this function for references that are currently not
@ -131,9 +151,17 @@ class RenderingManager: private RenderingInterface {
private:
void setAmbientMode();
bool mSunEnabled;
SkyManager* mSkyManager;
OcclusionQuery* mOcclusionQuery;
TerrainManager* mTerrainManager;
MWRender::Water *mWater;
OEngine::Render::OgreRenderer &mRendering;
MWRender::Objects mObjects;
@ -149,14 +177,18 @@ class RenderingManager: private RenderingInterface {
/// that the OGRE coordinate system matches that used internally in
/// Morrowind.
Ogre::SceneNode *mMwRoot;
Ogre::RaySceneQuery *mRaySceneQuery;
OEngine::Physic::PhysicEngine* mPhysicsEngine;
MWRender::Player *mPlayer;
MWRender::Debugging mDebugging;
MWRender::Debugging *mDebugging;
MWRender::LocalMap* mLocalMap;
MWRender::Shadows* mShadows;
MWRender::ShaderHelper* mShaderHelper;
};
}

@ -0,0 +1,308 @@
#include "shaderhelper.hpp"
#include "renderingmanager.hpp"
#include "shadows.hpp"
#include <OgreHighLevelGpuProgramManager.h>
#include <OgreHighLevelGpuProgram.h>
#include <OgreGpuProgramParams.h>
#include <components/settings/settings.hpp>
using namespace Ogre;
using namespace MWRender;
ShaderHelper::ShaderHelper(RenderingManager* rend)
{
mRendering = rend;
applyShaders();
}
void ShaderHelper::applyShaders()
{
if (!Settings::Manager::getBool("shaders", "Objects")) return;
bool mrt = RenderingManager::useMRT();
bool shadows = Settings::Manager::getBool("enabled", "Shadows");
bool split = Settings::Manager::getBool("split", "Shadows");
// shader for normal rendering
createShader(mrt, shadows, split, "main");
// fallback shader without mrt and without shadows
// (useful for reflection and for minimap)
createShader(false, false, false, "main_fallback");
}
void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool split, const std::string& name)
{
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
const int numsplits = 3;
// the number of lights to support.
// when rendering an object, OGRE automatically picks the lights that are
// closest to the object being rendered. unfortunately this mechanism does
// not work perfectly for objects batched together (they will all use the same
// lights). to work around this, we are simply pushing the maximum number
// of lights here in order to minimize disappearing lights.
int num_lights = Settings::Manager::getInt("num lights", "Objects");
{
// vertex
HighLevelGpuProgramPtr vertex;
if (!mgr.getByName(name+"_vp").isNull())
mgr.remove(name+"_vp");
vertex = mgr.createProgram(name+"_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
vertex->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" float4 normal : NORMAL, \n"
" float4 colour : COLOR, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oPositionObjSpace : TEXCOORD1, \n"
" out float4 oNormal : TEXCOORD2, \n"
" out float oDepth : TEXCOORD3, \n"
" out float4 oVertexColour : TEXCOORD4, \n";
if (shadows && !split) outStream <<
" out float4 oLightSpacePos0 : TEXCOORD5, \n"
" uniform float4x4 worldMatrix, \n"
" uniform float4x4 texViewProjMatrix0, \n";
else
{
for (int i=0; i<numsplits; ++i)
{
outStream <<
" out float4 oLightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
" uniform float4x4 texViewProjMatrix"<<i<<", \n";
}
outStream <<
" uniform float4x4 worldMatrix, \n";
}
outStream <<
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oVertexColour = colour; \n"
" oUV = uv; \n"
" oNormal = normal; \n"
" oPosition = mul( worldViewProj, position ); \n"
" oDepth = oPosition.z; \n"
" oPositionObjSpace = position; \n";
if (shadows && !split) outStream <<
" oLightSpacePos0 = mul(texViewProjMatrix0, mul(worldMatrix, position)); \n";
else
{
outStream <<
" float4 wPos = mul(worldMatrix, position); \n";
for (int i=0; i<numsplits; ++i)
{
outStream <<
" oLightSpacePos"<<i<<" = mul(texViewProjMatrix"<<i<<", wPos); \n";
}
}
outStream <<
"}";
vertex->setSource(outStream.str());
vertex->load();
vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
if (shadows)
{
vertex->getDefaultParameters()->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
if (!split)
vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix0", GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, 0);
else
{
for (int i=0; i<numsplits; ++i)
{
vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix"+StringConverter::toString(i), GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
}
}
}
}
{
// fragment
HighLevelGpuProgramPtr fragment;
if (!mgr.getByName(name+"_fp").isNull())
mgr.remove(name+"_fp");
fragment = mgr.createProgram(name+"_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
fragment->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream;
if (shadows) outStream <<
"float depthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
"{ \n"
" shadowMapPos /= shadowMapPos.w; \n"
" float3 o = float3(offset.xy, -offset.x) * 0.3f; \n"
" float c = (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.xy).r) ? 1 : 0; // top left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.xy).r) ? 1 : 0; // bottom right \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.zy).r) ? 1 : 0; // bottom left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.zy).r) ? 1 : 0; // top right \n"
" return c / 4; \n"
"} \n";
outStream <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" uniform sampler2D texture : register(s0), \n"
" float4 positionObjSpace : TEXCOORD1, \n"
" float4 normal : TEXCOORD2, \n"
" float iDepth : TEXCOORD3, \n"
" float4 vertexColour : TEXCOORD4, \n"
" uniform float4 fogColour, \n"
" uniform float4 fogParams, \n";
if (shadows) outStream <<
" uniform float4 shadowFar_fadeStart, \n";
if (shadows && !split) outStream <<
" uniform sampler2D shadowMap : register(s1), \n"
" float4 lightSpacePos0 : TEXCOORD5, \n"
" uniform float4 invShadowmapSize0, \n";
else
{
outStream <<
" uniform float4 pssmSplitPoints, \n";
for (int i=0; i<numsplits; ++i)
{
outStream <<
" uniform sampler2D shadowMap"<<i<<" : register(s"<<i+1<<"), \n"
" float4 lightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
" uniform float4 invShadowmapSize"<<i<<", \n";
}
}
if (mrt) outStream <<
" out float4 oColor1 : COLOR1, \n"
" uniform float far, \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" uniform float4 lightDiffuse"<<i<<", \n"
" uniform float4 lightPositionObjSpace"<<i<<", \n"
" uniform float4 lightAttenuation"<<i<<", \n";
}
outStream <<
" uniform float4 lightAmbient, \n"
" uniform float4 ambient, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" float d; \n"
" float attn; \n"
" float3 lightDir; \n"
" float3 lightColour = float3(0, 0, 0); \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" lightDir = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
// pre-multiply light color with attenuation factor
" d = length( lightDir ); \n"
" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
" lightDiffuse"<<i<<" *= attn; \n";
if (i == 0 && shadows)
{
outStream <<
" float shadow; \n";
if (!split) outStream <<
" shadow = depthShadow(shadowMap, lightSpacePos0, invShadowmapSize0.xy); \n";
else
{
for (int j=0; j<numsplits; ++j)
{
std::string channel;
if (j==0) channel = "x";
else if (j==1) channel = "y";
else if (j==2) channel = "z";
if (j==0)
outStream << " if (iDepth <= pssmSplitPoints." << channel << ") \n";
else if (j < numsplits - 1)
outStream << " else if (iDepth <= pssmSplitPoints." << channel << ") \n";
else
outStream << " else \n";
outStream <<
" { \n"
" shadow = depthShadow(shadowMap" << j << ", lightSpacePos" << j << ", invShadowmapSize" << j << ".xy); \n"
" } \n";
}
}
outStream <<
" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
" float fade = 1-((iDepth - shadowFar_fadeStart.y) / fadeRange); \n"
" shadow = (iDepth > shadowFar_fadeStart.x) ? 1 : ((iDepth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow); \n"
" lightColour.xyz += shadow * lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
else outStream <<
" lightColour.xyz += lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
outStream <<
" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour.xyz, fogValue); \n"
" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
if (mrt) outStream <<
" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
outStream <<
"}";
fragment->setSource(outStream.str());
fragment->load();
for (int i=0; i<num_lights; ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
}
fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
if (shadows)
{
fragment->getDefaultParameters()->setNamedConstant("shadowFar_fadeStart", Vector4(mRendering->getShadows()->getShadowFar(), mRendering->getShadows()->getFadeStart()*mRendering->getShadows()->getShadowFar(), 0, 0));
for (int i=0; i < (split ? numsplits : 1); ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("invShadowmapSize" + StringConverter::toString(i), GpuProgramParameters::ACT_INVERSE_TEXTURE_SIZE, i+1);
}
if (split)
{
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList = mRendering->getShadows()->getPSSMSetup()->getSplitPoints();
// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
for (int i = 1; i < numsplits; ++i)
{
splitPoints[i-1] = splitPointList[i];
}
fragment->getDefaultParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
}
}
if (mrt)
fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
}
}

@ -0,0 +1,29 @@
#ifndef GAME_SHADERHELPER_H
#define GAME_SHADERHELPER_H
#include <string>
namespace MWRender
{
class RenderingManager;
///
/// \brief manages the main shader
///
class ShaderHelper
{
public:
ShaderHelper(RenderingManager* rend);
void applyShaders();
///< apply new settings
private:
RenderingManager* mRendering;
void createShader(const bool mrt, const bool shadows, const bool split, const std::string& name);
};
}
#endif

@ -0,0 +1,173 @@
#include "shadows.hpp"
#include <components/settings/settings.hpp>
#include <openengine/ogre/renderer.hpp>
#include <OgreSceneManager.h>
#include <OgreColourValue.h>
#include <OgreShadowCameraSetupLiSPSM.h>
#include <OgreShadowCameraSetupPSSM.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreOverlayContainer.h>
#include <OgreOverlayManager.h>
#include "renderconst.hpp"
using namespace Ogre;
using namespace MWRender;
Shadows::Shadows(OEngine::Render::OgreRenderer* rend) :
mShadowFar(1000), mFadeStart(0.9)
{
mRendering = rend;
mSceneMgr = mRendering->getScene();
recreate();
}
void Shadows::recreate()
{
bool enabled = Settings::Manager::getBool("enabled", "Shadows");
// Split shadow maps are currently disabled because the terrain cannot cope with them
// (Too many texture units) Solution would be a multi-pass terrain material
bool split = Settings::Manager::getBool("split", "Shadows");
//const bool split = false;
if (!enabled)
{
mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
return;
}
int texsize = Settings::Manager::getInt("texture size", "Shadows");
mSceneMgr->setShadowTextureSize(texsize);
mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
// no point light shadows, i'm afraid. might revisit this with Deferred Shading
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_POINT, 0);
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, split ? 3 : 1);
mSceneMgr->setShadowTextureCount(split ? 3 : 1);
mSceneMgr->setShadowTextureSelfShadow(true);
mSceneMgr->setShadowCasterRenderBackFaces(true);
mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster");
mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
mShadowFar = split ? Settings::Manager::getInt("split shadow distance", "Shadows") : Settings::Manager::getInt("shadow distance", "Shadows");
mSceneMgr->setShadowFarDistance(mShadowFar);
mFadeStart = Settings::Manager::getFloat("fade start", "Shadows");
ShadowCameraSetupPtr shadowCameraSetup;
if (split)
{
mPSSMSetup = new PSSMShadowCameraSetup();
mPSSMSetup->setSplitPadding(5);
mPSSMSetup->calculateSplitPoints(3, mRendering->getCamera()->getNearClipDistance(), mShadowFar);
const Real adjustFactors[3] = {64, 64, 64};
for (int i=0; i < 3; ++i)
{
mPSSMSetup->setOptimalAdjustFactor(i, adjustFactors[i]);
/*if (i==0)
mSceneMgr->setShadowTextureConfig(i, texsize, texsize, Ogre::PF_FLOAT32_R);
else if (i ==1)
mSceneMgr->setShadowTextureConfig(i, texsize/2, texsize/2, Ogre::PF_FLOAT32_R);
else if (i ==2)
mSceneMgr->setShadowTextureConfig(i, texsize/4, texsize/4, Ogre::PF_FLOAT32_R);*/
}
shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
}
else
{
LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
lispsmSetup->setOptimalAdjustFactor(2);
//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
//lispsmSetup->setUseAggressiveFocusRegion(false);
shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
}
mSceneMgr->setShadowCameraSetup(shadowCameraSetup);
// Set visibility mask for the shadow render textures
int visibilityMask = RV_Actors * Settings::Manager::getBool("actor shadows", "Shadows")
+ (RV_Statics + RV_StaticsSmall) * Settings::Manager::getBool("statics shadows", "Shadows")
+ RV_Misc * Settings::Manager::getBool("misc shadows", "Shadows");
for (int i = 0; i < (split ? 3 : 1); ++i)
{
TexturePtr shadowTexture = mSceneMgr->getShadowTexture(i);
Viewport* vp = shadowTexture->getBuffer()->getRenderTarget()->getViewport(0);
vp->setVisibilityMask(visibilityMask);
}
// --------------------------------------------------------------------------------------------------------------------
// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
// --------------------------------------------------------------------------------------------------------------------
/*
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("DebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("DebugOverlay");
for (size_t i = 0; i < (split ? 3 : 1); ++i) {
TexturePtr tex = mRendering->getScene()->getShadowTexture(i);
// Set up a debug panel to display the shadow
if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + StringConverter::toString(i)))
MaterialManager::getSingleton().remove("Ogre/DebugTexture" + StringConverter::toString(i));
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/DebugTexture" + StringConverter::toString(i),
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
debugPanel->_setPosition(0.8, i*0.25);
debugPanel->_setDimensions(0.2, 0.24);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
PSSMShadowCameraSetup* Shadows::getPSSMSetup()
{
return mPSSMSetup;
}
float Shadows::getShadowFar() const
{
return mShadowFar;
}
float Shadows::getFadeStart() const
{
return mFadeStart;
}

@ -0,0 +1,39 @@
#ifndef GAME_SHADOWS_H
#define GAME_SHADOWS_H
// forward declares
namespace Ogre
{
class SceneManager;
class PSSMShadowCameraSetup;
}
namespace OEngine{
namespace Render{
class OgreRenderer;
}
}
namespace MWRender
{
class Shadows
{
public:
Shadows(OEngine::Render::OgreRenderer* rend);
void recreate();
Ogre::PSSMShadowCameraSetup* getPSSMSetup();
float getShadowFar() const;
float getFadeStart() const;
protected:
OEngine::Render::OgreRenderer* mRendering;
Ogre::SceneManager* mSceneMgr;
Ogre::PSSMShadowCameraSetup* mPSSMSetup;
float mShadowFar;
float mFadeStart;
};
}
#endif

@ -12,6 +12,8 @@
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "renderconst.hpp"
#include "renderingmanager.hpp"
using namespace MWRender;
using namespace Ogre;
@ -30,7 +32,7 @@ BillboardObject::BillboardObject()
void BillboardObject::setVisible(const bool visible)
{
mNode->setVisible(visible);
mBBSet->setVisible(visible);
}
void BillboardObject::setSize(const float size)
@ -59,6 +61,11 @@ Vector3 BillboardObject::getPosition() const
return Vector3(p.x, -p.z, p.y);
}
void BillboardObject::setVisibilityFlags(int flags)
{
mBBSet->setVisibilityFlags(flags);
}
void BillboardObject::setColour(const ColourValue& pColour)
{
mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
@ -88,13 +95,14 @@ void BillboardObject::init(const String& textureName,
/// \todo These billboards are not 100% correct, might want to revisit them later
mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize);
mBBSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2);
mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
mBBSet->setCommonDirection( -position.normalisedCopy() );
mBBSet->setVisibilityFlags(RV_Sky);
mNode = rootNode->createChildSceneNode();
mNode->setPosition(finalPosition);
mNode->attachObject(mBBSet);
mBBSet->createBillboard(0,0,0);
mBBSet->setCastShadows(false);
mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mMaterial->removeAllTechniques();
@ -108,6 +116,65 @@ void BillboardObject::init(const String& textureName,
p->createTextureUnitState(textureName);
mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vshader;
if (mgr.resourceExists("BBO_VP"))
vshader = mgr.getByName("BBO_VP");
else
vshader = mgr.createProgram("BBO_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM);
vshader->setParameter("profiles", "vs_2_x arbvp1");
vshader->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oUV = uv; \n"
" oPosition = mul( worldViewProj, position ); \n"
"}";
vshader->setSource(outStream.str());
vshader->load();
vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
HighLevelGpuProgramPtr fshader;
if (mgr.resourceExists("BBO_FP"))
fshader = mgr.getByName("BBO_FP");
else
fshader = mgr.createProgram("BBO_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM);
fshader->setParameter("profiles", "ps_2_x arbfp1");
fshader->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream2;
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex * float4(1,1,1,diffuse.a); \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
"}";
fshader->setSource(outStream2.str());
fshader->load();
fshader->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
bodyCount++;
}
@ -156,7 +223,10 @@ Moon::Moon( const String& textureName,
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float4 skyColour, \n"
" uniform float4 diffuse, \n"
@ -164,7 +234,10 @@ Moon::Moon( const String& textureName,
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex; \n"
" oColor = float4(emissive.xyz,1) * tex; \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
// use a circle for the alpha (compute UV distance to center)
// looks a bit bad because its not filtered on the edges,
// but it's cheaper than a seperate alpha texture.
@ -254,7 +327,7 @@ void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType)
// Get a pointer to the vertex colour
ves_diffuse->baseVertexPointerToElement( pData, &currentVertex );
unsigned char alpha;
unsigned char alpha=0;
if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row
else if (meshType == 1)
{
@ -292,16 +365,49 @@ void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType)
ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock();
}
SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environment* env) :
mGlareFade(0), mGlareEnabled(false)
SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environment* env)
: mEnvironment(env)
, mHour(0.0f)
, mDay(0)
, mMonth(0)
, mSun(NULL)
, mSunGlare(NULL)
, mMasser(NULL)
, mSecunda(NULL)
, mViewport(NULL)
, mRootNode(NULL)
, mSceneMgr(NULL)
, mAtmosphereDay(NULL)
, mAtmosphereNight(NULL)
, mCloudMaterial()
, mAtmosphereMaterial()
, mCloudFragmentShader()
, mClouds()
, mNextClouds()
, mCloudBlendFactor(0.0f)
, mCloudOpacity(0.0f)
, mCloudSpeed(0.0f)
, mStarsOpacity(0.0f)
, mThunderOverlay(NULL)
, mThunderTextureUnit(NULL)
, mRemainingTransitionTime(0.0f)
, mGlareFade(0.0f)
, mGlare(0.0f)
, mEnabled(true)
, mSunEnabled(true)
, mMasserEnabled(true)
, mSecundaEnabled(true)
, mCreated(false)
{
mEnvironment = env;
mViewport = pCamera->getViewport();
mSceneMgr = pMwRoot->getCreator();
mRootNode = pCamera->getParentSceneNode()->createChildSceneNode();
mRootNode->pitch(Degree(-90)); // convert MW to ogre coordinates
mRootNode->setInheritOrientation(false);
}
void SkyManager::create()
{
/// \todo preload all the textures and meshes that are used for sky rendering
// Create overlay used for thunderstorm
@ -324,15 +430,17 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
mSecunda = new Moon("textures\\tx_secunda_full.dds", 0.5, Vector3(-0.4, 0.4, 0.5), mRootNode);
mSecunda->setType(Moon::Type_Secunda);
mSecunda->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+4);
mSecunda->setRenderQueue(RQG_SkiesEarly+4);
mMasser = new Moon("textures\\tx_masser_full.dds", 0.75, Vector3(-0.4, 0.4, 0.5), mRootNode);
mMasser->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+3);
mMasser->setRenderQueue(RQG_SkiesEarly+3);
mMasser->setType(Moon::Type_Masser);
mSun = new BillboardObject("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 0.4), mRootNode);
mSun->setRenderQueue(RQG_SkiesEarly+4);
mSunGlare = new BillboardObject("textures\\tx_sun_flash_grey_05.dds", 3, Vector3(0.4, 0.4, 0.4), mRootNode);
mSunGlare->setRenderQueue(RENDER_QUEUE_SKIES_LATE);
mSunGlare->setRenderQueue(RQG_SkiesLate);
mSunGlare->setVisibilityFlags(RV_Glare);
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
@ -341,7 +449,9 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
/// \todo sky_night_02.nif (available in Bloodmoon)
MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
night1_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
night1_ent->setRenderQueueGroup(RQG_SkiesEarly+1);
night1_ent->setVisibilityFlags(RV_Sky);
night1_ent->setCastShadows(false);
mAtmosphereNight = mRootNode->createChildSceneNode();
mAtmosphereNight->attachObject(night1_ent);
@ -379,7 +489,10 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
outStream5 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream5 <<
" out float4 oColor1 : COLOR1, \n";
outStream5 <<
" in float fade : TEXCOORD1, \n"
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float opacity, \n"
@ -387,7 +500,10 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n"
" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n";
if (RenderingManager::useMRT()) outStream5 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream5 <<
"}";
stars_fp->setSource(outStream5.str());
stars_fp->load();
@ -411,10 +527,12 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
// Atmosphere (day)
mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif");
atmosphere_ent->setCastShadows(false);
ModVertexAlpha(atmosphere_ent, 0);
atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
atmosphere_ent->setRenderQueueGroup(RQG_SkiesEarly);
atmosphere_ent->setVisibilityFlags(RV_Sky);
mAtmosphereDay = mRootNode->createChildSceneNode();
mAtmosphereDay->attachObject(atmosphere_ent);
mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
@ -432,29 +550,56 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
" float4 position : POSITION, \n"
" in float4 color : COLOR, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oColor : COLOR, \n"
" uniform float4 emissive, \n"
" out float4 oVertexColor : TEXCOORD0, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oPosition = mul( worldViewProj, position ); \n"
" oColor = color * emissive; \n"
" oVertexColor = color; \n"
"}";
vshader->setSource(outStream.str());
vshader->load();
vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
vshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram("");
HighLevelGpuProgramPtr fshader = mgr.createProgram("Atmosphere_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fshader->setParameter("profiles", "ps_2_x arbfp1");
fshader->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType _outStream;
_outStream <<
"void main_fp( \n"
" in float4 iVertexColor : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) _outStream <<
" out float4 oColor1 : COLOR1, \n";
_outStream <<
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = iVertexColor * emissive; \n";
if (RenderingManager::useMRT()) _outStream <<
" oColor1 = float4(1, 0, 0, 1); \n";
_outStream <<
"}";
fshader->setSource(_outStream.str());
fshader->load();
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
// Clouds
NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+5);
clouds_ent->setVisibilityFlags(RV_Sky);
clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
SceneNode* clouds_node = mRootNode->createChildSceneNode();
clouds_node->attachObject(clouds_ent);
mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
clouds_ent->setCastShadows(false);
// Clouds vertex shader
HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
@ -491,8 +636,11 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" in float4 color : TEXCOORD1, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform sampler2D secondTexture : TEXUNIT1, \n"
" uniform float transitionFactor, \n"
@ -502,9 +650,12 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
" uniform float4 emissive \n"
") \n"
"{ \n"
" uv += float2(1,0) * time * speed * 0.003; \n" // Scroll in x direction
" uv += float2(0,1) * time * speed * 0.003; \n" // Scroll in y direction
" float4 tex = lerp(tex2D(texture, uv), tex2D(secondTexture, uv), transitionFactor); \n"
" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n"
" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
"}";
mCloudFragmentShader->setSource(outStream2.str());
mCloudFragmentShader->load();
@ -530,7 +681,11 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environmen
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mCloudMaterial->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("textures\\tx_sky_cloudy.dds");
mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("");
mCreated = true;
}
SkyManager::~SkyManager()
@ -543,11 +698,13 @@ SkyManager::~SkyManager()
int SkyManager::getMasserPhase() const
{
if (!mCreated) return 0;
return mMasser->getPhaseInt();
}
int SkyManager::getSecundaPhase() const
{
if (!mCreated) return 0;
return mSecunda->getPhaseInt();
}
@ -562,10 +719,23 @@ void SkyManager::update(float duration)
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
mSecunda->setPhase ( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
if (mSunEnabled)
{
// take 1/5 sec for fading the glare effect from invisible to full
if (mGlareFade > mGlare)
{
mGlareFade -= duration*5;
if (mGlareFade < mGlare) mGlareFade = mGlare;
}
else if (mGlareFade < mGlare)
{
mGlareFade += duration*5;
if (mGlareFade > mGlare) mGlareFade = mGlare;
}
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
Vector3 sun = mSunGlare->getPosition();
sun = Vector3(sun.x, sun.z, -sun.y);
Vector3 cam = mViewport->getCamera()->getRealDirection();
@ -573,21 +743,10 @@ void SkyManager::update(float duration)
float val = 1- (angle.valueDegrees() / 180.f);
val = (val*val*val*val)*2;
if (mGlareEnabled)
{
mGlareFade += duration*3;
if (mGlareFade > 1) mGlareFade = 1;
}
else
{
mGlareFade -= duration*3;
if (mGlareFade < 0.3) mGlareFade = 0;
}
mSunGlare->setSize(val * (mGlareFade));
mSunGlare->setSize(val * mGlareFade);
}
mSunGlare->setVisible(mGlareFade>0 && mSunEnabled);
mSunGlare->setVisible(mSunEnabled);
mSun->setVisible(mSunEnabled);
mMasser->setVisible(mMasserEnabled);
mSecunda->setVisible(mSecundaEnabled);
@ -598,6 +757,9 @@ void SkyManager::update(float duration)
void SkyManager::enable()
{
if (!mCreated)
create();
mRootNode->setVisible(true);
mEnabled = true;
}
@ -610,17 +772,20 @@ void SkyManager::disable()
void SkyManager::setMoonColour (bool red)
{
if (!mCreated) return;
mSecunda->setColour( red ? ColourValue(1.0, 0.0784, 0.0784)
: ColourValue(1.0, 1.0, 1.0));
}
void SkyManager::setCloudsOpacity(float opacity)
{
if (!mCreated) return;
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(opacity));
}
void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
{
if (!mCreated) return;
if (mClouds != weather.mCloudTexture)
{
mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("textures\\"+weather.mCloudTexture);
@ -689,19 +854,21 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
else
strength = 1.f;
mSunGlare->setVisibility(weather.mGlareView * strength);
mSun->setVisibility(strength);
mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
mSun->setVisibility(weather.mGlareView * strength);
mAtmosphereNight->setVisible(weather.mNight && mEnabled);
}
void SkyManager::setGlare(bool glare)
void SkyManager::setGlare(const float glare)
{
mGlareEnabled = glare;
mGlare = glare;
}
Vector3 SkyManager::getRealSunPos()
{
if (!mCreated) return Vector3(0,0,0);
return mSun->getNode()->_getDerivedPosition();
}
@ -717,17 +884,20 @@ void SkyManager::sunDisable()
void SkyManager::setSunDirection(const Vector3& direction)
{
if (!mCreated) return;
mSun->setPosition(direction);
mSunGlare->setPosition(direction);
}
void SkyManager::setMasserDirection(const Vector3& direction)
{
if (!mCreated) return;
mMasser->setPosition(direction);
}
void SkyManager::setSecundaDirection(const Vector3& direction)
{
if (!mCreated) return;
mSecunda->setPosition(direction);
}
@ -753,6 +923,7 @@ void SkyManager::secundaDisable()
void SkyManager::setThunder(const float factor)
{
if (!mCreated) return;
if (factor > 0.f)
{
mThunderOverlay->show();
@ -764,11 +935,13 @@ void SkyManager::setThunder(const float factor)
void SkyManager::setMasserFade(const float fade)
{
if (!mCreated) return;
mMasser->setVisibility(fade);
}
void SkyManager::setSecundaFade(const float fade)
{
if (!mCreated) return;
mSecunda->setVisibility(fade);
}
@ -782,3 +955,24 @@ void SkyManager::setDate(int day, int month)
mDay = day;
mMonth = month;
}
Ogre::SceneNode* SkyManager::getSunNode()
{
if (!mCreated) return 0;
return mSun->getNode();
}
void SkyManager::setSkyPosition(const Ogre::Vector3& position)
{
mRootNode->_setDerivedPosition(position);
}
void SkyManager::resetSkyPosition()
{
mRootNode->setPosition(0,0,0);
}
void SkyManager::scaleSky(float scale)
{
mRootNode->setScale(scale, scale, scale);
}

@ -36,24 +36,25 @@ namespace MWRender
BillboardObject();
virtual ~BillboardObject() {}
void setColour(const Ogre::ColourValue& pColour);
void setPosition(const Ogre::Vector3& pPosition);
void setVisible(const bool visible);
void setRenderQueue(unsigned int id);
void setVisibilityFlags(int flags);
void setSize(const float size);
Ogre::Vector3 getPosition() const;
void setVisibility(const float visibility);
Ogre::SceneNode* getNode();
protected:
virtual void init(const Ogre::String& textureName,
const float size,
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode);
Ogre::SceneNode* mNode;
Ogre::MaterialPtr mMaterial;
Ogre::BillboardSet* mBBSet;
@ -71,9 +72,9 @@ namespace MWRender
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode
);
virtual ~Moon() {}
enum Phase
{
Phase_New = 0,
@ -85,20 +86,20 @@ namespace MWRender
Phase_WaningHalf,
Phase_WaningCrescent
};
enum Type
{
Type_Masser = 0,
Type_Secunda
};
void setPhase(const Phase& phase);
void setType(const Type& type);
void setSkyColour(const Ogre::ColourValue& colour);
Phase getPhase() const;
unsigned int getPhaseInt() const;
private:
Type mType;
Phase mPhase;
@ -109,61 +110,72 @@ namespace MWRender
public:
SkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera, MWWorld::Environment* env);
~SkyManager();
void update(float duration);
void create();
///< no need to call this, automatically done on first enable()
void enable();
void disable();
void setHour (double hour);
///< will be called even when sky is disabled.
void setDate (int day, int month);
///< will be called even when sky is disabled.
int getMasserPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
int getSecundaPhase() const;
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
void setMoonColour (bool red);
///< change Secunda colour to red
void setCloudsOpacity(float opacity);
///< change opacity of the clouds
void setWeather(const MWWorld::WeatherResult& weather);
Ogre::SceneNode* getSunNode();
void sunEnable();
void sunDisable();
void setSunDirection(const Ogre::Vector3& direction);
void setMasserDirection(const Ogre::Vector3& direction);
void setSecundaDirection(const Ogre::Vector3& direction);
void setMasserFade(const float fade);
void setSecundaFade(const float fade);
void masserEnable();
void masserDisable();
void secundaEnable();
void secundaDisable();
void setThunder(const float factor);
void setGlare(bool glare);
void setGlare(const float glare);
Ogre::Vector3 getRealSunPos();
void setSkyPosition(const Ogre::Vector3& position);
void resetSkyPosition();
void scaleSky(float scale);
private:
bool mCreated;
MWWorld::Environment* mEnvironment;
float mHour;
int mDay;
@ -173,21 +185,21 @@ namespace MWRender
BillboardObject* mSunGlare;
Moon* mMasser;
Moon* mSecunda;
Ogre::Viewport* mViewport;
Ogre::SceneNode* mRootNode;
Ogre::SceneManager* mSceneMgr;
Ogre::SceneNode* mAtmosphereDay;
Ogre::SceneNode* mAtmosphereNight;
Ogre::MaterialPtr mCloudMaterial;
Ogre::MaterialPtr mAtmosphereMaterial;
Ogre::MaterialPtr mStarsMaterials[7];
Ogre::HighLevelGpuProgramPtr mCloudFragmentShader;
// remember some settings so we don't have to apply them again if they didnt change
Ogre::String mClouds;
Ogre::String mNextClouds;
@ -197,18 +209,18 @@ namespace MWRender
float mStarsOpacity;
Ogre::ColourValue mCloudColour;
Ogre::ColourValue mSkyColour;
Ogre::Overlay* mThunderOverlay;
Ogre::TextureUnitState* mThunderTextureUnit;
float mRemainingTransitionTime;
float mGlareFade;
float mGlare; // target
float mGlareFade; // actual
void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType);
bool mEnabled;
bool mGlareEnabled;
bool mSunEnabled;
bool mMasserEnabled;
bool mSecundaEnabled;

@ -0,0 +1,531 @@
#include <OgreTerrain.h>
#include <OgreTerrainGroup.h>
#include <boost/lexical_cast.hpp>
#include "../mwworld/world.hpp"
#include "terrainmaterial.hpp"
#include "terrain.hpp"
#include "renderconst.hpp"
#include "shadows.hpp"
#include <components/settings/settings.hpp>
using namespace Ogre;
namespace MWRender
{
//----------------------------------------------------------------------------------------------
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend, const MWWorld::Environment& evn) :
mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
{
TerrainMaterialGeneratorPtr matGen;
TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
matGen.bind(matGenP);
mTerrainGlobals.setDefaultMaterialGenerator(matGen);
TerrainMaterialGenerator::Profile* const activeProfile =
mTerrainGlobals.getDefaultMaterialGenerator()
->getActiveProfile();
mActiveProfile = static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
//The pixel error should be as high as possible without it being noticed
//as it governs how fast mesh quality decreases.
mTerrainGlobals.setMaxPixelError(8);
mTerrainGlobals.setLayerBlendMapSize(32);
mTerrainGlobals.setDefaultGlobalColourMapSize(65);
//10 (default) didn't seem to be quite enough
mTerrainGlobals.setSkirtSize(128);
//due to the sudden flick between composite and non composite textures,
//this seemed the distance where it wasn't too noticeable
mTerrainGlobals.setCompositeMapDistance(mWorldSize*2);
mActiveProfile->setLightmapEnabled(false);
mActiveProfile->setLayerSpecularMappingEnabled(false);
mActiveProfile->setLayerNormalMappingEnabled(false);
mActiveProfile->setLayerParallaxMappingEnabled(false);
bool shadows = Settings::Manager::getBool("enabled", "Shadows");
mActiveProfile->setReceiveDynamicShadowsEnabled(shadows);
mActiveProfile->setReceiveDynamicShadowsDepth(shadows);
if (Settings::Manager::getBool("split", "Shadows"))
mActiveProfile->setReceiveDynamicShadowsPSSM(mRendering->getShadows()->getPSSMSetup());
else
mActiveProfile->setReceiveDynamicShadowsPSSM(0);
mActiveProfile->setShadowFar(mRendering->getShadows()->getShadowFar());
mActiveProfile->setShadowFadeStart(mRendering->getShadows()->getFadeStart());
//composite maps lead to a drastic increase in loading time so are
//disabled
mActiveProfile->setCompositeMapEnabled(false);
mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
0,
-mWorldSize/2));
Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();
importSettings.inputBias = 0;
importSettings.terrainSize = mLandSize;
importSettings.worldSize = mWorldSize;
importSettings.minBatchSize = 9;
importSettings.maxBatchSize = mLandSize;
importSettings.deleteInputData = true;
}
//----------------------------------------------------------------------------------------------
TerrainManager::~TerrainManager()
{
}
//----------------------------------------------------------------------------------------------
void TerrainManager::setDiffuse(const ColourValue& diffuse)
{
mTerrainGlobals.setCompositeMapDiffuse(diffuse);
}
//----------------------------------------------------------------------------------------------
void TerrainManager::setAmbient(const ColourValue& ambient)
{
mTerrainGlobals.setCompositeMapAmbient(ambient);
}
//----------------------------------------------------------------------------------------------
void TerrainManager::cellAdded(MWWorld::Ptr::CellStore *store)
{
const int cellX = store->cell->getGridX();
const int cellY = store->cell->getGridY();
ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
if ( land != NULL )
{
if (!land->dataLoaded)
{
land->loadData();
}
}
//split the cell terrain into four segments
const int numTextures = ESM::Land::LAND_TEXTURE_SIZE/2;
for ( int x = 0; x < 2; x++ )
{
for ( int y = 0; y < 2; y++ )
{
Terrain::ImportData terrainData =
mTerrainGroup.getDefaultImportSettings();
const int terrainX = cellX * 2 + x;
const int terrainY = cellY * 2 + y;
//it makes far more sense to reallocate the memory here,
//and let Ogre deal with it due to the issues with deleting
//it at the wrong time if using threads (Which Terrain does)
terrainData.inputFloat = OGRE_ALLOC_T(float,
mLandSize*mLandSize,
MEMCATEGORY_GEOMETRY);
if ( land != NULL )
{
//copy the height data row by row
for ( int terrainCopyY = 0; terrainCopyY < mLandSize; terrainCopyY++ )
{
//the offset of the current segment
const size_t yOffset = y * (mLandSize-1) * ESM::Land::LAND_SIZE +
//offset of the row
terrainCopyY * ESM::Land::LAND_SIZE;
const size_t xOffset = x * (mLandSize-1);
memcpy(&terrainData.inputFloat[terrainCopyY*mLandSize],
&land->landData->heights[yOffset + xOffset],
mLandSize*sizeof(float));
}
}
else
{
memset(terrainData.inputFloat, 0, mLandSize*mLandSize*sizeof(float));
}
std::map<uint16_t, int> indexes;
initTerrainTextures(&terrainData, cellX, cellY,
x * numTextures, y * numTextures,
numTextures, indexes);
if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
{
mTerrainGroup.defineTerrain(terrainX, terrainY, &terrainData);
mTerrainGroup.loadTerrain(terrainX, terrainY, true);
Terrain* terrain = mTerrainGroup.getTerrain(terrainX, terrainY);
initTerrainBlendMaps(terrain,
cellX, cellY,
x * numTextures, y * numTextures,
numTextures,
indexes);
terrain->setVisibilityFlags(RV_Terrain);
terrain->setRenderQueueGroup(RQG_Main);
if ( land && land->landData->usingColours )
{
// disable or enable global colour map (depends on available vertex colours)
mActiveProfile->setGlobalColourMapEnabled(true);
TexturePtr vertex = getVertexColours(land,
cellX, cellY,
x*(mLandSize-1),
y*(mLandSize-1),
mLandSize);
//this is a hack to get around the fact that Ogre seems to
//corrupt the global colour map leading to rendering errors
MaterialPtr mat = terrain->getMaterial();
mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
//mat = terrain->_getCompositeMapMaterial();
//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
}
else
{
mActiveProfile->setGlobalColourMapEnabled(false);
}
}
}
}
mTerrainGroup.freeTemporaryResources();
}
//----------------------------------------------------------------------------------------------
void TerrainManager::cellRemoved(MWWorld::Ptr::CellStore *store)
{
for ( int x = 0; x < 2; x++ )
{
for ( int y = 0; y < 2; y++ )
{
mTerrainGroup.unloadTerrain(store->cell->getGridX() * 2 + x,
store->cell->getGridY() * 2 + y);
}
}
}
//----------------------------------------------------------------------------------------------
void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
int cellX, int cellY,
int fromX, int fromY, int size,
std::map<uint16_t, int>& indexes)
{
assert(terrainData != NULL && "Must have valid terrain data");
assert(fromX >= 0 && fromY >= 0 &&
"Can't get a terrain texture on terrain outside the current cell");
assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
"Can't get a terrain texture on terrain outside the current cell");
//this ensures that the ltex indexes are sorted (or retrived as sorted
//which simplifies shading between cells).
//
//If we don't sort the ltex indexes, the splatting order may differ between
//cells which may lead to inconsistent results when shading between cells
std::set<uint16_t> ltexIndexes;
for ( int y = fromY - 1; y < fromY + size + 1; y++ )
{
for ( int x = fromX - 1; x < fromX + size + 1; x++ )
{
ltexIndexes.insert(getLtexIndexAt(cellX, cellY, x, y));
}
}
//there is one texture that we want to use as a base (i.e. it won't have
//a blend map). This holds the ltex index of that base texture so that
//we know not to include it in the output map
int baseTexture = -1;
for ( std::set<uint16_t>::iterator iter = ltexIndexes.begin();
iter != ltexIndexes.end();
++iter )
{
const uint16_t ltexIndex = *iter;
//this is the base texture, so we can ignore this at present
if ( ltexIndex == baseTexture )
{
continue;
}
const std::map<uint16_t, int>::const_iterator it = indexes.find(ltexIndex);
if ( it == indexes.end() )
{
//NB: All vtex ids are +1 compared to the ltex ids
assert( (int)mEnvironment.mWorld->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
"LAND.VTEX must be within the bounds of the LTEX array");
std::string texture;
if ( ltexIndex == 0 )
{
texture = "_land_default.dds";
}
else
{
texture = mEnvironment.mWorld->getStore().landTexts.search(ltexIndex-1)->texture;
//TODO this is needed due to MWs messed up texture handling
texture = texture.substr(0, texture.rfind(".")) + ".dds";
}
const size_t position = terrainData->layerList.size();
terrainData->layerList.push_back(Terrain::LayerInstance());
terrainData->layerList[position].worldSize = 256;
terrainData->layerList[position].textureNames.push_back("textures\\" + texture);
if ( baseTexture == -1 )
{
baseTexture = ltexIndex;
}
else
{
indexes[ltexIndex] = position;
}
}
}
}
//----------------------------------------------------------------------------------------------
void TerrainManager::initTerrainBlendMaps(Terrain* terrain,
int cellX, int cellY,
int fromX, int fromY, int size,
const std::map<uint16_t, int>& indexes)
{
assert(terrain != NULL && "Must have valid terrain");
assert(fromX >= 0 && fromY >= 0 &&
"Can't get a terrain texture on terrain outside the current cell");
assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
"Can't get a terrain texture on terrain outside the current cell");
//size must be a power of 2 as we do divisions with a power of 2 number
//that need to result in an integer for correct splatting
assert( (size & (size - 1)) == 0 && "Size must be a power of 2");
const int blendMapSize = terrain->getLayerBlendMapSize();
const int splatSize = blendMapSize / size;
//zero out every map
std::map<uint16_t, int>::const_iterator iter;
for ( iter = indexes.begin(); iter != indexes.end(); ++iter )
{
float* pBlend = terrain->getLayerBlendMap(iter->second)
->getBlendPointer();
memset(pBlend, 0, sizeof(float) * blendMapSize * blendMapSize);
}
//covert the ltex data into a set of blend maps
for ( int texY = fromY - 1; texY < fromY + size + 1; texY++ )
{
for ( int texX = fromX - 1; texX < fromX + size + 1; texX++ )
{
const uint16_t ltexIndex = getLtexIndexAt(cellX, cellY, texX, texY);
//check if it is the base texture (which isn't in the map) and
//if it is don't bother altering the blend map for it
if ( indexes.find(ltexIndex) == indexes.end() )
{
continue;
}
//while texX is the splat index relative to the entire cell,
//relX is relative to the current segment we are splatting
const int relX = texX - fromX;
const int relY = texY - fromY;
const int layerIndex = indexes.find(ltexIndex)->second;
float* const pBlend = terrain->getLayerBlendMap(layerIndex)
->getBlendPointer();
for ( int y = -1; y < splatSize + 1; y++ )
{
for ( int x = -1; x < splatSize + 1; x++ )
{
//Note: Y is reversed
const int splatY = blendMapSize - 1 - relY * splatSize - y;
const int splatX = relX * splatSize + x;
if ( splatX >= 0 && splatX < blendMapSize &&
splatY >= 0 && splatY < blendMapSize )
{
const int index = (splatY)*blendMapSize + splatX;
if ( y >= 0 && y < splatSize &&
x >= 0 && x < splatSize )
{
pBlend[index] = 1;
}
else
{
//this provides a transition shading but also
//rounds off the corners slightly
pBlend[index] = std::min(1.0f, pBlend[index] + 0.5f);
}
}
}
}
}
}
for ( int i = 1; i < terrain->getLayerCount(); i++ )
{
TerrainLayerBlendMap* blend = terrain->getLayerBlendMap(i);
blend->dirty();
blend->update();
}
}
//----------------------------------------------------------------------------------------------
int TerrainManager::getLtexIndexAt(int cellX, int cellY,
int x, int y)
{
//check texture index falls within the 9 cell bounds
//as this function can't cope with anything above that
assert(x >= -ESM::Land::LAND_TEXTURE_SIZE &&
y >= -ESM::Land::LAND_TEXTURE_SIZE &&
"Trying to get land textures that are out of bounds");
assert(x < 2*ESM::Land::LAND_TEXTURE_SIZE &&
y < 2*ESM::Land::LAND_TEXTURE_SIZE &&
"Trying to get land textures that are out of bounds");
if ( x < 0 )
{
cellX--;
x += ESM::Land::LAND_TEXTURE_SIZE;
}
else if ( x >= ESM::Land::LAND_TEXTURE_SIZE )
{
cellX++;
x -= ESM::Land::LAND_TEXTURE_SIZE;
}
if ( y < 0 )
{
cellY--;
y += ESM::Land::LAND_TEXTURE_SIZE;
}
else if ( y >= ESM::Land::LAND_TEXTURE_SIZE )
{
cellY++;
y -= ESM::Land::LAND_TEXTURE_SIZE;
}
ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
if ( land != NULL )
{
if (!land->dataLoaded)
{
land->loadData();
}
return land->landData
->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
}
else
{
return 0;
}
}
//----------------------------------------------------------------------------------------------
TexturePtr TerrainManager::getVertexColours(ESM::Land* land,
int cellX, int cellY,
int fromX, int fromY, int size)
{
TextureManager* const texMgr = TextureManager::getSingletonPtr();
const std::string colourTextureName = "VtexColours_" +
boost::lexical_cast<std::string>(cellX) +
"_" +
boost::lexical_cast<std::string>(cellY) +
"_" +
boost::lexical_cast<std::string>(fromX) +
"_" +
boost::lexical_cast<std::string>(fromY);
TexturePtr tex = texMgr->getByName(colourTextureName);
if ( !tex.isNull() )
{
return tex;
}
tex = texMgr->createManual(colourTextureName,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D, size, size, 0, PF_BYTE_BGR);
HardwarePixelBufferSharedPtr pixelBuffer = tex->getBuffer();
pixelBuffer->lock(HardwareBuffer::HBL_DISCARD);
const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
uint8* pDest = static_cast<uint8*>(pixelBox.data);
if ( land != NULL )
{
const char* const colours = land->landData->colours;
for ( int y = 0; y < size; y++ )
{
for ( int x = 0; x < size; x++ )
{
const size_t colourOffset = (y+fromY)*3*65 + (x+fromX)*3;
assert( colourOffset < 65*65*3 &&
"Colour offset is out of the expected bounds of record" );
const unsigned char r = colours[colourOffset + 0];
const unsigned char g = colours[colourOffset + 1];
const unsigned char b = colours[colourOffset + 2];
//as is the case elsewhere we need to flip the y
const size_t imageOffset = (size - 1 - y)*size*4 + x*4;
pDest[imageOffset + 0] = b;
pDest[imageOffset + 1] = g;
pDest[imageOffset + 2] = r;
}
}
}
else
{
for ( int y = 0; y < size; y++ )
{
for ( int x = 0; x < size; x++ )
{
for ( int k = 0; k < 3; k++ )
{
*pDest++ = 0;
}
}
}
}
pixelBuffer->unlock();
return tex;
}
}

@ -0,0 +1,118 @@
#ifndef _GAME_RENDER_TERRAIN_H
#define _GAME_RENDER_TERRAIN_H
#include <OgreTerrain.h>
#include <OgreTerrainGroup.h>
#include "terrainmaterial.hpp"
#include "../mwworld/ptr.hpp"
namespace Ogre{
class SceneManager;
class TerrainGroup;
class TerrainGlobalOptions;
class Terrain;
}
namespace MWRender{
/**
* Implements the Morrowind terrain using the Ogre Terrain Component
*
* Each terrain cell is split into four blocks as this leads to an increase
* in performance and means we don't hit splat limits quite as much
*/
class TerrainManager{
public:
TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend, const MWWorld::Environment& env);
virtual ~TerrainManager();
void setDiffuse(const Ogre::ColourValue& diffuse);
void setAmbient(const Ogre::ColourValue& ambient);
void cellAdded(MWWorld::Ptr::CellStore* store);
void cellRemoved(MWWorld::Ptr::CellStore* store);
private:
Ogre::TerrainGlobalOptions mTerrainGlobals;
Ogre::TerrainGroup mTerrainGroup;
const MWWorld::Environment& mEnvironment;
RenderingManager* mRendering;
Ogre::TerrainMaterialGeneratorB::SM2Profile* mActiveProfile;
/**
* The length in verticies of a single terrain block.
*/
static const int mLandSize = (ESM::Land::LAND_SIZE - 1)/2 + 1;
/**
* The length in game units of a single terrain block.
*/
static const int mWorldSize = ESM::Land::REAL_SIZE/2;
/**
* Setups up the list of textures for part of a cell, using indexes as
* an output to create a mapping of MW LtexIndex to the relevant terrain
* layer
*
* @param terrainData the terrain data to setup the textures for
* @param cellX the coord of the cell
* @param cellY the coord of the cell
* @param fromX the ltex index in the current cell to start making the texture from
* @param fromY the ltex index in the current cell to start making the texture from
* @param size the size (number of splats) to get
* @param indexes a mapping of ltex index to the terrain texture layer that
* can be used by initTerrainBlendMaps
*/
void initTerrainTextures(Ogre::Terrain::ImportData* terrainData,
int cellX, int cellY,
int fromX, int fromY, int size,
std::map<uint16_t, int>& indexes);
/**
* Creates the blend (splatting maps) for the given terrain from the ltex data.
*
* @param terrain the terrain object for the current cell
* @param cellX the coord of the cell
* @param cellY the coord of the cell
* @param fromX the ltex index in the current cell to start making the texture from
* @param fromY the ltex index in the current cell to start making the texture from
* @param size the size (number of splats) to get
* @param indexes the mapping of ltex to blend map produced by initTerrainTextures
*/
void initTerrainBlendMaps(Ogre::Terrain* terrain,
int cellX, int cellY,
int fromX, int fromY, int size,
const std::map<uint16_t, int>& indexes);
/**
* Gets a LTEX index at the given point, assuming the current cell
* starts at (0,0). This supports getting values from the surrounding
* cells so negative x, y is acceptable
*
* @param cellX the coord of the cell
* @param cellY the coord of the cell
* @param x, y the splat position of the ltex index to get relative to the
* first splat of the current cell
*/
int getLtexIndexAt(int cellX, int cellY, int x, int y);
/**
* Due to the fact that Ogre terrain doesn't support vertex colours
* we have to generate them manually
*
* @param cellX the coord of the cell
* @param cellY the coord of the cell
* @param fromX the *vertex* index in the current cell to start making texture from
* @param fromY the *vertex* index in the current cell to start making the texture from
* @param size the size (number of vertexes) to get
*/
Ogre::TexturePtr getVertexColours(ESM::Land* land,
int cellX, int cellY,
int fromX, int fromY, int size);
};
}
#endif // _GAME_RENDER_TERRAIN_H

File diff suppressed because it is too large Load Diff

@ -0,0 +1,271 @@
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2011 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __Ogre_TerrainMaterialGeneratorB_H__
#define __Ogre_TerrainMaterialGeneratorB_H__
#include "OgreTerrainPrerequisites.h"
#include "OgreTerrainMaterialGenerator.h"
#include "OgreGpuProgramParams.h"
namespace Ogre
{
class PSSMShadowCameraSetup;
/** \addtogroup Optional Components
* @{
*/
/** \addtogroup Terrain
* Some details on the terrain component
* @{
*/
/** A TerrainMaterialGenerator which can cope with normal mapped, specular mapped
terrain.
@note Requires the Cg plugin to render correctly
*/
class TerrainMaterialGeneratorB : public TerrainMaterialGenerator
{
public:
TerrainMaterialGeneratorB();
~TerrainMaterialGeneratorB();
/** Shader model 2 profile target.
*/
class SM2Profile : public TerrainMaterialGenerator::Profile
{
public:
SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
~SM2Profile();
bool isVertexCompressionSupported() const {return false;}
MaterialPtr generate(const Terrain* terrain);
MaterialPtr generateForCompositeMap(const Terrain* terrain);
uint8 getMaxLayers(const Terrain* terrain) const;
void updateParams(const MaterialPtr& mat, const Terrain* terrain);
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
void requestOptions(Terrain* terrain);
void setShadowFar(float far);
void setShadowFadeStart(float fadestart);
/** Whether to support normal mapping per layer in the shader (default true).
*/
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
/** Whether to support normal mapping per layer in the shader (default true).
*/
void setLayerNormalMappingEnabled(bool enabled);
/** Whether to support parallax mapping per layer in the shader (default true).
*/
bool isLayerParallaxMappingEnabled() const { return mLayerParallaxMappingEnabled; }
/** Whether to support parallax mapping per layer in the shader (default true).
*/
void setLayerParallaxMappingEnabled(bool enabled);
/** Whether to support specular mapping per layer in the shader (default true).
*/
bool isLayerSpecularMappingEnabled() const { return mLayerSpecularMappingEnabled; }
/** Whether to support specular mapping per layer in the shader (default true).
*/
void setLayerSpecularMappingEnabled(bool enabled);
/** Whether to support a global colour map over the terrain in the shader,
if it's present (default true).
*/
bool isGlobalColourMapEnabled() const { return mGlobalColourMapEnabled; }
/** Whether to support a global colour map over the terrain in the shader,
if it's present (default true).
*/
void setGlobalColourMapEnabled(bool enabled);
/** Whether to support a light map over the terrain in the shader,
if it's present (default true).
*/
bool isLightmapEnabled() const { return mLightmapEnabled; }
/** Whether to support a light map over the terrain in the shader,
if it's present (default true).
*/
void setLightmapEnabled(bool enabled);
/** Whether to use the composite map to provide a lower LOD technique
in the distance (default true).
*/
bool isCompositeMapEnabled() const { return mCompositeMapEnabled; }
/** Whether to use the composite map to provide a lower LOD technique
in the distance (default true).
*/
void setCompositeMapEnabled(bool enabled);
/** Whether to support dynamic texture shadows received from other
objects, on the terrain (default true).
*/
bool getReceiveDynamicShadowsEnabled() const { return mReceiveDynamicShadows; }
/** Whether to support dynamic texture shadows received from other
objects, on the terrain (default true).
*/
void setReceiveDynamicShadowsEnabled(bool enabled);
/** Whether to use PSSM support dynamic texture shadows, and if so the
settings to use (default 0).
*/
void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup* pssmSettings);
/** Whether to use PSSM support dynamic texture shadows, and if so the
settings to use (default 0).
*/
PSSMShadowCameraSetup* getReceiveDynamicShadowsPSSM() const { return mPSSM; }
/** Whether to use depth shadows (default false).
*/
void setReceiveDynamicShadowsDepth(bool enabled);
/** Whether to use depth shadows (default false).
*/
bool getReceiveDynamicShadowsDepth() const { return mDepthShadows; }
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
*/
void setReceiveDynamicShadowsLowLod(bool enabled);
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
*/
bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
int getNumberOfLightsSupported() const;
/// Internal
bool _isSM3Available() const { return mSM3Available; }
protected:
enum TechniqueType
{
HIGH_LOD,
LOW_LOD,
RENDER_COMPOSITE_MAP
};
void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);
/// Interface definition for helper class to generate shaders
class ShaderHelper : public TerrainAlloc
{
public:
ShaderHelper() {}
virtual ~ShaderHelper() {}
virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
protected:
virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
static String getChannel(uint idx);
size_t mShadowSamplerStartHi;
size_t mShadowSamplerStartLo;
};
/// Utility class to help with generating shaders for Cg / HLSL.
class ShaderHelperCg : public ShaderHelper
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
};
class ShaderHelperHLSL : public ShaderHelperCg
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
};
/// Utility class to help with generating shaders for GLSL.
class ShaderHelperGLSL : public ShaderHelper
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
};
ShaderHelper* mShaderGen;
bool mLayerNormalMappingEnabled;
bool mLayerParallaxMappingEnabled;
bool mLayerSpecularMappingEnabled;
bool mGlobalColourMapEnabled;
bool mLightmapEnabled;
bool mCompositeMapEnabled;
bool mReceiveDynamicShadows;
PSSMShadowCameraSetup* mPSSM;
bool mDepthShadows;
bool mLowLodShadows;
bool mSM3Available;
float mShadowFar;
float mShadowFadeStart;
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
};
};
/** @} */
/** @} */
}
#endif

@ -0,0 +1,293 @@
#include "water.hpp"
#include <components/settings/settings.hpp>
#include "sky.hpp"
#include "renderingmanager.hpp"
using namespace Ogre;
namespace MWRender
{
Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
mIsUnderwater(false), mVisibilityFlags(0),
mReflectionTarget(0), mActive(1), mToggled(1)
{
mSky = sky;
try
{
CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {}
mTop = cell->water;
mIsUnderwater = false;
mWaterPlane = Plane(Vector3::UNIT_Y, 0);
MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z);
mWater = mSceneManager->createEntity("water");
mWater->setVisibilityFlags(RV_Water);
mWater->setRenderQueueGroup(RQG_Water);
mWater->setCastShadows(false);
mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
+ RV_StaticsSmall * Settings::Manager::getBool("reflect small statics", "Water")
+ RV_Actors * Settings::Manager::getBool("reflect actors", "Water")
+ RV_Misc * Settings::Manager::getBool("reflect misc", "Water")
+ RV_Sky;
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
mWaterNode->setPosition(0, mTop, 0);
mReflectionCamera = mSceneManager->createCamera("ReflectionCamera");
if(!(cell->data.flags & cell->Interior))
{
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
}
mWaterNode->attachObject(mWater);
// Create rendertarget for reflection
int rttsize = Settings::Manager::getInt("rtt size", "Water");
TexturePtr tex;
if (Settings::Manager::getBool("shader", "Water"))
{
tex = TextureManager::getSingleton().createManual("WaterReflection",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_FLOAT16_RGBA, TU_RENDERTARGET);
RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
Viewport* vp = rtt->addViewport(mReflectionCamera);
vp->setOverlaysEnabled(false);
vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
vp->setShadowsEnabled(false);
vp->setVisibilityMask( mVisibilityFlags );
// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
//vp->setMaterialScheme("Fallback");
rtt->addListener(this);
rtt->setActive(true);
mReflectionTarget = rtt;
}
mCompositorName = RenderingManager::useMRT() ? "Underwater" : "UnderwaterNoMRT";
createMaterial();
mWater->setMaterial(mMaterial);
mUnderwaterEffect = Settings::Manager::getBool("underwater effect", "Water");
// ----------------------------------------------------------------------------------------------
// ---------------------------------- reflection debug overlay ----------------------------------
// ----------------------------------------------------------------------------------------------
/*
if (Settings::Manager::getBool("shader", "Water"))
{
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("ReflectionDebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("ReflectionDebugOverlay");
if (MaterialManager::getSingleton().resourceExists("Ogre/ReflectionDebugTexture"))
MaterialManager::getSingleton().remove("Ogre/ReflectionDebugTexture");
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/ReflectionDebugTexture",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/ReflectionDebugTexPanel"
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/ReflectionDebugTexPanel"));
debugPanel->_setPosition(0, 0.55);
debugPanel->_setDimensions(0.3, 0.3);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
void Water::setActive(bool active)
{
mActive = active;
updateVisible();
}
Water::~Water()
{
MeshManager::getSingleton().remove("water");
mWaterNode->detachObject(mWater);
mSceneManager->destroyEntity(mWater);
mSceneManager->destroySceneNode(mWaterNode);
CompositorManager::getSingleton().removeCompositorChain(mViewport);
}
void Water::changeCell(const ESM::Cell* cell)
{
mTop = cell->water;
if(!(cell->data.flags & cell->Interior))
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
else
setHeight(mTop);
}
void Water::setHeight(const float height)
{
mTop = height;
mWaterNode->setPosition(0, height, 0);
}
void Water::toggle()
{
mToggled = !mToggled;
updateVisible();
}
void Water::checkUnderwater(float y)
{
if (!mActive) return;
if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
{
CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
// tell the shader we are not underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0));
mWater->setRenderQueueGroup(RQG_Water);
mIsUnderwater = false;
}
if (!mIsUnderwater && y < mTop && mWater->isVisible() && mCamera->getPolygonMode() == Ogre::PM_SOLID)
{
if (mUnderwaterEffect)
CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, true);
// tell the shader we are underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1));
mWater->setRenderQueueGroup(RQG_UnderWater);
mIsUnderwater = true;
}
updateVisible();
}
Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
{
return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
}
void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
{
if (evt.source == mReflectionTarget)
{
mReflectionCamera->setOrientation(mCamera->getDerivedOrientation());
mReflectionCamera->setPosition(mCamera->getDerivedPosition());
mReflectionCamera->setNearClipDistance(mCamera->getNearClipDistance());
mReflectionCamera->setFarClipDistance(mCamera->getFarClipDistance());
mReflectionCamera->setAspectRatio(mCamera->getAspectRatio());
mReflectionCamera->setFOVy(mCamera->getFOVy());
// Some messy code to get the skybox to show up at all
// The problem here is that it gets clipped by the water plane
// Therefore scale it up a bit
Vector3 pos = mCamera->getRealPosition();
pos.y = mTop*2 - pos.y;
mSky->setSkyPosition(pos);
mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f);
mReflectionCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
mReflectionCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
}
}
void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
{
if (evt.source == mReflectionTarget)
{
mSky->resetSkyPosition();
mSky->scaleSky(1);
mReflectionCamera->disableCustomNearClipPlane();
mReflectionCamera->disableReflection();
}
}
void Water::createMaterial()
{
mMaterial = MaterialManager::getSingleton().getByName("Water");
// these have to be set in code
std::string textureNames[32];
for (int i=0; i<32; ++i)
{
textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
}
mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
// use technique without shaders if reflection is disabled
if (mReflectionTarget == 0)
mMaterial->removeTechnique(0);
if (Settings::Manager::getBool("shader", "Water"))
{
CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mViewport)->getCompositor("gbuffer");
TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0);
TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
if (tus != 0)
tus->setTexture(colorTexture);
TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1);
tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
if (tus != 0)
tus->setTexture(depthTexture);
}
}
void Water::setViewportBackground(const ColourValue& bg)
{
if (mReflectionTarget)
mReflectionTarget->getViewport(0)->setBackgroundColour(bg);
}
void Water::updateVisible()
{
mWater->setVisible(mToggled && mActive);
if (mReflectionTarget)
mReflectionTarget->setActive(mToggled && mActive && !mIsUnderwater);
}
} // namespace

@ -0,0 +1,69 @@
#ifndef GAME_MWRENDER_WATER_H
#define GAME_MWRENDER_WATER_H
#include <Ogre.h>
#include <components/esm/loadcell.hpp>
#include "renderconst.hpp"
namespace MWRender {
class SkyManager;
/// Water rendering
class Water : public Ogre::RenderTargetListener
{
static const int CELL_SIZE = 8192;
Ogre::Camera *mCamera;
Ogre::SceneManager *mSceneManager;
Ogre::Viewport *mViewport;
Ogre::Plane mWaterPlane;
Ogre::SceneNode *mWaterNode;
Ogre::Entity *mWater;
bool mIsUnderwater;
bool mActive;
bool mToggled;
int mTop;
Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
protected:
void preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
void postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
void updateVisible();
SkyManager* mSky;
std::string mCompositorName;
void createMaterial();
Ogre::MaterialPtr mMaterial;
Ogre::Camera* mReflectionCamera;
Ogre::RenderTarget* mReflectionTarget;
bool mUnderwaterEffect;
int mVisibilityFlags;
public:
Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell);
~Water();
void setActive(bool active);
void toggle();
void setViewportBackground(const Ogre::ColourValue& bg);
void checkUnderwater(float y);
void changeCell(const ESM::Cell* cell);
void setHeight(const float height);
};
}
#endif

@ -133,11 +133,70 @@ namespace MWScript
}
};
class OpGetWaterLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context
= static_cast<InterpreterContext&> (runtime.getContext());
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
runtime.push (cell->mWaterLevel);
}
};
class OpSetWaterLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context
= static_cast<InterpreterContext&> (runtime.getContext());
Interpreter::Type_Float level = runtime[0].mFloat;
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
if (!(cell->cell->data.flags & ESM::Cell::Interior))
throw std::runtime_error("Can't set water level in exterior cell");
cell->mWaterLevel = level;
context.getEnvironment().mWorld->setWaterHeight(cell->mWaterLevel);
}
};
class OpModWaterLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context
= static_cast<InterpreterContext&> (runtime.getContext());
Interpreter::Type_Float level = runtime[0].mFloat;
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
if (!(cell->cell->data.flags & ESM::Cell::Interior))
throw std::runtime_error("Can't set water level in exterior cell");
cell->mWaterLevel +=level;
context.getEnvironment().mWorld->setWaterHeight(cell->mWaterLevel);
}
};
const int opcodeCellChanged = 0x2000000;
const int opcodeCOC = 0x2000026;
const int opcodeCOE = 0x200008e;
const int opcodeGetInterior = 0x2000131;
const int opcodeGetPCCell = 0x2000136;
const int opcodeGetWaterLevel = 0x2000141;
const int opcodeSetWaterLevel = 0x2000142;
const int opcodeModWaterLevel = 0x2000143;
void registerExtensions (Compiler::Extensions& extensions)
{
@ -146,8 +205,11 @@ namespace MWScript
extensions.registerInstruction ("centeroncell", "S", opcodeCOC);
extensions.registerInstruction ("coe", "ll", opcodeCOE);
extensions.registerInstruction ("centeronexterior", "ll", opcodeCOE);
extensions.registerInstruction ("setwaterlevel", "f", opcodeSetWaterLevel);
extensions.registerInstruction ("modwaterlevel", "f", opcodeModWaterLevel);
extensions.registerFunction ("getinterior", 'l', "", opcodeGetInterior);
extensions.registerFunction ("getpccell", 'l', "c", opcodeGetPCCell);
extensions.registerFunction ("getwaterlevel", 'f', "", opcodeGetWaterLevel);
}
void installOpcodes (Interpreter::Interpreter& interpreter)
@ -157,6 +219,9 @@ namespace MWScript
interpreter.installSegment5 (opcodeCOE, new OpCOE);
interpreter.installSegment5 (opcodeGetInterior, new OpGetInterior);
interpreter.installSegment5 (opcodeGetPCCell, new OpGetPCCell);
interpreter.installSegment5 (opcodeGetWaterLevel, new OpGetWaterLevel);
interpreter.installSegment5 (opcodeSetWaterLevel, new OpSetWaterLevel);
interpreter.installSegment5 (opcodeModWaterLevel, new OpModWaterLevel);
}
}
}

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