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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 21:53:51 +00:00
add light references to scene (light configuration not complete yet)
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parent
47790e6feb
commit
c515e9b67e
5 changed files with 92 additions and 45 deletions
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@ -12,6 +12,7 @@
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#include "store.hpp"
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#include "store.hpp"
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#include "esm/records.hpp"
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#include "esm/records.hpp"
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#include "esm/loadcell.hpp"
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#include <mangle/tools/str_exception.hpp>
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#include <mangle/tools/str_exception.hpp>
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#include <list>
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#include <list>
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@ -1,7 +1,54 @@
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#include "cell.hpp"
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#include "cell.hpp"
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#include <cassert>
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#include "esm_store/cell_store.hpp"
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using namespace MWRender;
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using namespace MWRender;
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template<typename T>
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void insertObj(CellRender& cellRender, const T& liveRef)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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if(!model.empty())
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{
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cellRender.insertBegin (liveRef.ref);
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cellRender.insertMesh ("meshes\\" + model);
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cellRender.insertEnd();
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}
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}
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template<>
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void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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if(!model.empty())
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{
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cellRender.insertBegin (liveRef.ref);
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cellRender.insertMesh ("meshes\\" + model);
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int color = liveRef.base->data.color;
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cellRender.insertLight ((color >> 24) & 255, (color >> 16) & 255, (color >> 8) & 255,
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liveRef.base->data.radius);
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cellRender.insertEnd();
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}
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}
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template<typename T>
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void insertCellRefList (CellRender& cellRender, const T& cellRefList)
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{
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for(typename T::List::const_iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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{
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insertObj (cellRender, *it);
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}
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}
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void CellRender::insertCell(const ESMS::CellStore &cell)
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void CellRender::insertCell(const ESMS::CellStore &cell)
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{
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{
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// Loop through all references in the cell
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// Loop through all references in the cell
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@ -27,16 +74,4 @@ void CellRender::insertCell(const ESMS::CellStore &cell)
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insertCellRefList (*this, cell.weapons);
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insertCellRefList (*this, cell.weapons);
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}
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}
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template<>
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void MWRender::insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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if(!model.empty())
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{
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cellRender.insertBegin (liveRef.ref);
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cellRender.insertMesh ("meshes\\" + model);
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cellRender.insertEnd();
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}
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}
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@ -1,10 +1,17 @@
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#ifndef _GAME_RENDER_CELL_H
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#ifndef _GAME_RENDER_CELL_H
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#define _GAME_RENDER_CELL_H
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#define _GAME_RENDER_CELL_H
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#include <cassert>
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#include <string>
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#include "esm_store/cell_store.hpp"
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namespace ESM
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#include "mwscene.hpp"
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{
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class CellRef;
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}
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namespace ESMS
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{
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class CellStore;
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}
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namespace MWRender
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namespace MWRender
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{
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{
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@ -18,42 +25,19 @@ namespace MWRender
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virtual ~CellRender() {}
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virtual ~CellRender() {}
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/// start inserting a new reference.
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/// start inserting a new reference.
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virtual void insertBegin (const ESMS::CellRef &ref) = 0;
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virtual void insertBegin (const ESM::CellRef &ref) = 0;
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/// insert a mesh related to the most recent insertBegin call.
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh) = 0;
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virtual void insertMesh(const std::string &mesh) = 0;
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius) = 0;
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/// finish inserting a new reference and return a handle to it.
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd() = 0;
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virtual std::string insertEnd() = 0;
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void insertCell(const ESMS::CellStore &cell);
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void insertCell(const ESMS::CellStore &cell);
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};
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};
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template<typename T>
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void insertObj(CellRender& cellRender, const T& liveRef)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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if(!model.empty())
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{
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cellRender.insertBegin (liveRef.ref);
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cellRender.insertMesh ("meshes\\" + model);
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cellRender.insertEnd();
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}
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}
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template<>
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void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef);
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template<typename T>
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void insertCellRefList (CellRender& cellRender, const T& cellRefList)
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{
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for(typename T::List::const_iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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{
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insertObj (cellRender, *it);
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}
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}
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}
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}
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#endif
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#endif
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@ -1,9 +1,10 @@
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#include "interior.hpp"
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#include "interior.hpp"
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#include <OgreEntity.h>
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#include <OgreEntity.h>
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#include <OgreLight.h>
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#include "nifogre/ogre_nif_loader.hpp"
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#include "nifogre/ogre_nif_loader.hpp"
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#include "mwscene.hpp"
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using namespace MWRender;
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using namespace MWRender;
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using namespace Ogre;
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using namespace Ogre;
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@ -11,7 +12,7 @@ using namespace ESMS;
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// start inserting a new reference.
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// start inserting a new reference.
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void InteriorCellRender::insertBegin (const ESMS::CellRef &ref)
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void InteriorCellRender::insertBegin (const ESM::CellRef &ref)
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{
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{
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assert (!insert);
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assert (!insert);
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@ -49,6 +50,21 @@ void InteriorCellRender::insertMesh(const std::string &mesh)
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insert->attachObject(ent);
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insert->attachObject(ent);
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}
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}
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// insert a light related to the most recent insertBegin call.
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void InteriorCellRender::insertLight(float r, float g, float b, float radius)
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{
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assert (insert);
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Ogre::Light *light = scene.getMgr()->createLight();
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light->setDiffuseColour (r, g, b);
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float cval=0.0f, lval=0.0f, qval=0.0f;
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light->setAttenuation(10*radius, cval, lval, qval);
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insert->attachObject(light);
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}
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// finish inserting a new reference and return a handle to it.
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// finish inserting a new reference and return a handle to it.
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std::string InteriorCellRender::insertEnd()
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std::string InteriorCellRender::insertEnd()
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@ -2,9 +2,17 @@
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#define _GAME_RENDER_INTERIOR_H
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#define _GAME_RENDER_INTERIOR_H
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#include "cell.hpp"
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#include "cell.hpp"
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#include "esm_store/cell_store.hpp"
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namespace Ogre
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{
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class SceneNode;
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}
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namespace MWRender
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namespace MWRender
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{
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{
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class MWScene;
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/**
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/**
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This class is responsible for inserting meshes and other
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This class is responsible for inserting meshes and other
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rendering objects from the given cell into the given rendering
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rendering objects from the given cell into the given rendering
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@ -25,11 +33,14 @@ namespace MWRender
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Ogre::SceneNode *insert;
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Ogre::SceneNode *insert;
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/// start inserting a new reference.
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/// start inserting a new reference.
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virtual void insertBegin (const ESMS::CellRef &ref);
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virtual void insertBegin (const ESM::CellRef &ref);
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/// insert a mesh related to the most recent insertBegin call.
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh);
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virtual void insertMesh(const std::string &mesh);
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius);
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/// finish inserting a new reference and return a handle to it.
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd();
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virtual std::string insertEnd();
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