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@ -284,23 +284,27 @@ bool RenderingManager::toggleRenderMode(int mode)
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void RenderingManager::configureFog(ESMS::CellStore<MWWorld::RefData> &mCell)
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{
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Ogre::ColourValue color;
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color.setAsABGR (mCell.cell->ambi.fog);
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Ogre::ColourValue color;
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color.setAsABGR (mCell.cell->ambi.fog);
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configureFog(mCell.cell->ambi.fogDensity, color);
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configureFog(mCell.cell->ambi.fogDensity, color);
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}
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void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour)
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{
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float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance");
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float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance");
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float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance");
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float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance");
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float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance");
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float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance");
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mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
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mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
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mRendering.getCamera()->setFarClipDistance ( max / density );
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mRendering.getViewport()->setBackgroundColour (colour);
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mRendering.getCamera()->setFarClipDistance ( max / density );
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mRendering.getViewport()->setBackgroundColour (colour);
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CompositorInstance* inst = CompositorManager::getSingleton().getCompositorChain(mRendering.getViewport())->getCompositor("gbuffer");
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if (inst != 0)
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inst->getCompositor()->getTechnique(0)->getTargetPass(0)->getPass(0)->setClearColour(colour);
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}
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@ -327,41 +331,43 @@ void RenderingManager::setAmbientMode()
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void RenderingManager::configureAmbient(ESMS::CellStore<MWWorld::RefData> &mCell)
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{
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mAmbientColor.setAsABGR (mCell.cell->ambi.ambient);
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setAmbientMode();
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mAmbientColor.setAsABGR (mCell.cell->ambi.ambient);
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setAmbientMode();
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// Create a "sun" that shines light downwards. It doesn't look
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// completely right, but leave it for now.
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if(!mSun)
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{
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mSun = mRendering.getScene()->createLight();
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}
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Ogre::ColourValue colour;
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colour.setAsABGR (mCell.cell->ambi.sunlight);
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mSun->setDiffuseColour (colour);
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mSun->setType(Ogre::Light::LT_DIRECTIONAL);
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mSun->setDirection(0,-1,0);
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// Create a "sun" that shines light downwards. It doesn't look
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// completely right, but leave it for now.
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if(!mSun)
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{
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mSun = mRendering.getScene()->createLight();
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}
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Ogre::ColourValue colour;
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colour.setAsABGR (mCell.cell->ambi.sunlight);
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mSun->setDiffuseColour (colour);
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mSun->setType(Ogre::Light::LT_DIRECTIONAL);
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mSun->setDirection(0,-1,0);
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}
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// Switch through lighting modes.
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void RenderingManager::toggleLight()
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{
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if (mAmbientMode==2)
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mAmbientMode = 0;
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else
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++mAmbientMode;
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if (mAmbientMode==2)
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mAmbientMode = 0;
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else
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++mAmbientMode;
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switch (mAmbientMode)
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{
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case 0: std::cout << "Setting lights to normal\n"; break;
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case 1: std::cout << "Turning the lights up\n"; break;
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case 2: std::cout << "Turning the lights to full\n"; break;
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}
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switch (mAmbientMode)
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{
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case 0: std::cout << "Setting lights to normal\n"; break;
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case 1: std::cout << "Turning the lights up\n"; break;
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case 2: std::cout << "Turning the lights to full\n"; break;
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}
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setAmbientMode();
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setAmbientMode();
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}
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void RenderingManager::checkUnderwater(){
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if(mWater){
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void RenderingManager::checkUnderwater()
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{
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if(mWater)
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{
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mWater->checkUnderwater( mRendering.getCamera()->getRealPosition().y );
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}
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}
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