add light references to scene (light configuration not complete yet)

actorid
Marc Zinnschlag 15 years ago
parent 47790e6feb
commit c515e9b67e

@ -12,6 +12,7 @@
#include "store.hpp"
#include "esm/records.hpp"
#include "esm/loadcell.hpp"
#include <mangle/tools/str_exception.hpp>
#include <list>

@ -1,7 +1,54 @@
#include "cell.hpp"
#include <cassert>
#include "esm_store/cell_store.hpp"
using namespace MWRender;
template<typename T>
void insertObj(CellRender& cellRender, const T& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
cellRender.insertEnd();
}
}
template<>
void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
int color = liveRef.base->data.color;
cellRender.insertLight ((color >> 24) & 255, (color >> 16) & 255, (color >> 8) & 255,
liveRef.base->data.radius);
cellRender.insertEnd();
}
}
template<typename T>
void insertCellRefList (CellRender& cellRender, const T& cellRefList)
{
for(typename T::List::const_iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
insertObj (cellRender, *it);
}
}
void CellRender::insertCell(const ESMS::CellStore &cell)
{
// Loop through all references in the cell
@ -27,16 +74,4 @@ void CellRender::insertCell(const ESMS::CellStore &cell)
insertCellRefList (*this, cell.weapons);
}
template<>
void MWRender::insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
cellRender.insertEnd();
}
}

@ -1,10 +1,17 @@
#ifndef _GAME_RENDER_CELL_H
#define _GAME_RENDER_CELL_H
#include <cassert>
#include <string>
#include "esm_store/cell_store.hpp"
#include "mwscene.hpp"
namespace ESM
{
class CellRef;
}
namespace ESMS
{
class CellStore;
}
namespace MWRender
{
@ -18,42 +25,19 @@ namespace MWRender
virtual ~CellRender() {}
/// start inserting a new reference.
virtual void insertBegin (const ESMS::CellRef &ref) = 0;
virtual void insertBegin (const ESM::CellRef &ref) = 0;
/// insert a mesh related to the most recent insertBegin call.
virtual void insertMesh(const std::string &mesh) = 0;
/// insert a light related to the most recent insertBegin call.
virtual void insertLight(float r, float g, float b, float radius) = 0;
/// finish inserting a new reference and return a handle to it.
virtual std::string insertEnd() = 0;
void insertCell(const ESMS::CellStore &cell);
};
template<typename T>
void insertObj(CellRender& cellRender, const T& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
cellRender.insertEnd();
}
}
template<>
void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef);
template<typename T>
void insertCellRefList (CellRender& cellRender, const T& cellRefList)
{
for(typename T::List::const_iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
insertObj (cellRender, *it);
}
}
}
#endif

@ -1,9 +1,10 @@
#include "interior.hpp"
#include <OgreEntity.h>
#include <OgreLight.h>
#include "nifogre/ogre_nif_loader.hpp"
#include "mwscene.hpp"
using namespace MWRender;
using namespace Ogre;
@ -11,7 +12,7 @@ using namespace ESMS;
// start inserting a new reference.
void InteriorCellRender::insertBegin (const ESMS::CellRef &ref)
void InteriorCellRender::insertBegin (const ESM::CellRef &ref)
{
assert (!insert);
@ -49,6 +50,21 @@ void InteriorCellRender::insertMesh(const std::string &mesh)
insert->attachObject(ent);
}
// insert a light related to the most recent insertBegin call.
void InteriorCellRender::insertLight(float r, float g, float b, float radius)
{
assert (insert);
Ogre::Light *light = scene.getMgr()->createLight();
light->setDiffuseColour (r, g, b);
float cval=0.0f, lval=0.0f, qval=0.0f;
light->setAttenuation(10*radius, cval, lval, qval);
insert->attachObject(light);
}
// finish inserting a new reference and return a handle to it.
std::string InteriorCellRender::insertEnd()

@ -2,9 +2,17 @@
#define _GAME_RENDER_INTERIOR_H
#include "cell.hpp"
#include "esm_store/cell_store.hpp"
namespace Ogre
{
class SceneNode;
}
namespace MWRender
{
class MWScene;
/**
This class is responsible for inserting meshes and other
rendering objects from the given cell into the given rendering
@ -25,11 +33,14 @@ namespace MWRender
Ogre::SceneNode *insert;
/// start inserting a new reference.
virtual void insertBegin (const ESMS::CellRef &ref);
virtual void insertBegin (const ESM::CellRef &ref);
/// insert a mesh related to the most recent insertBegin call.
virtual void insertMesh(const std::string &mesh);
/// insert a light related to the most recent insertBegin call.
virtual void insertLight(float r, float g, float b, float radius);
/// finish inserting a new reference and return a handle to it.
virtual std::string insertEnd();

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