#include "exterior.hpp" #include #include #include #include #include #include #include "mwscene.hpp" using namespace MWRender; using namespace Ogre; using namespace ESMS; bool ExteriorCellRender::lightConst = false; float ExteriorCellRender::lightConstValue = 0.0f; bool ExteriorCellRender::lightLinear = true; int ExteriorCellRender::lightLinearMethod = 1; float ExteriorCellRender::lightLinearValue = 3; float ExteriorCellRender::lightLinearRadiusMult = 1; bool ExteriorCellRender::lightQuadratic = false; int ExteriorCellRender::lightQuadraticMethod = 2; float ExteriorCellRender::lightQuadraticValue = 16; float ExteriorCellRender::lightQuadraticRadiusMult = 1; bool ExteriorCellRender::lightOutQuadInLin = false; // start inserting a new reference. void ExteriorCellRender::insertBegin (ESM::CellRef &ref) { assert (!insert); // Create and place scene node for this object insert = base->createChildSceneNode(); const float *f = ref.pos.pos; insert->setPosition(f[0], f[1], f[2]); insert->setScale(ref.scale, ref.scale, ref.scale); // Convert MW rotation to a quaternion: f = ref.pos.rot; // Rotate around X axis Quaternion xr(Radian(-f[0]), Vector3::UNIT_X); // Rotate around Y axis Quaternion yr(Radian(-f[1]), Vector3::UNIT_Y); // Rotate around Z axis Quaternion zr(Radian(-f[2]), Vector3::UNIT_Z); // Rotates first around z, then y, then x insert->setOrientation(xr*yr*zr); } // insert a mesh related to the most recent insertBegin call. void ExteriorCellRender::insertMesh(const std::string &mesh) { assert (insert); NIFLoader::load(mesh); MovableObject *ent = scene.getMgr()->createEntity(mesh); insert->attachObject(ent); } // insert a light related to the most recent insertBegin call. void ExteriorCellRender::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; if(lightConst) cval = lightConstValue; if(!lightOutQuadInLin) { if(lightLinear) radius *= lightLinearRadiusMult; if(lightQuadratic) radius *= lightQuadraticRadiusMult; if(lightLinear) lval = lightLinearValue / pow(radius, lightLinearMethod); if(lightQuadratic) qval = lightQuadraticValue / pow(radius, lightQuadraticMethod); } else { // FIXME: // Do quadratic or linear, depending if we're in an exterior or interior // cell, respectively. Ignore lightLinear and lightQuadratic. } light->setAttenuation(10*radius, cval, lval, qval); insert->attachObject(light); } // finish inserting a new reference and return a handle to it. std::string ExteriorCellRender::insertEnd (bool enable) { assert (insert); std::string handle = insert->getName(); if (!enable) insert->setVisible (false); insert = 0; return handle; } // configure lighting according to cell void ExteriorCellRender::configureAmbient() { ambientColor.setAsABGR (cell.cell->ambi.ambient); setAmbientMode(); // Create a "sun" that shines light downwards. It doesn't look // completely right, but leave it for now. Ogre::Light *light = scene.getMgr()->createLight(); Ogre::ColourValue colour; colour.setAsABGR (cell.cell->ambi.sunlight); light->setDiffuseColour (colour); light->setType(Ogre::Light::LT_DIRECTIONAL); light->setDirection(0,-1,0); } // configure fog according to cell void ExteriorCellRender::configureFog() { Ogre::ColourValue color; color.setAsABGR (cell.cell->ambi.fog); float high = 4500 + 9000 * (1-cell.cell->ambi.fogDensity); float low = 200; scene.getMgr()->setFog (FOG_LINEAR, color, 0, low, high); scene.getCamera()->setFarClipDistance (high + 10); scene.getViewport()->setBackgroundColour (color); } void ExteriorCellRender::setAmbientMode() { switch (ambientMode) { case 0: scene.getMgr()->setAmbientLight(ambientColor); break; case 1: scene.getMgr()->setAmbientLight(0.7f*ambientColor + 0.3f*ColourValue(1,1,1)); break; case 2: scene.getMgr()->setAmbientLight(ColourValue(1,1,1)); break; } } void ExteriorCellRender::show() { base = scene.getRoot()->createChildSceneNode(); configureAmbient(); configureFog(); insertCell(cell, mEnvironment); } void ExteriorCellRender::hide() { if(base) base->setVisible(false); } void ExteriorCellRender::destroy() { if(base) { base->removeAndDestroyAllChildren(); scene.getMgr()->destroySceneNode(base); } base = NULL; } // Switch through lighting modes. void ExteriorCellRender::toggleLight() { if (ambientMode==2) ambientMode = 0; else ++ambientMode; switch (ambientMode) { 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(); } void ExteriorCellRender::enable (const std::string& handle) { if (!handle.empty()) scene.getMgr()->getSceneNode (handle)->setVisible (true); } void ExteriorCellRender::disable (const std::string& handle) { if (!handle.empty()) scene.getMgr()->getSceneNode (handle)->setVisible (false); } void ExteriorCellRender::deleteObject (const std::string& handle) { if (!handle.empty()) { Ogre::SceneNode *node = scene.getMgr()->getSceneNode (handle); node->removeAndDestroyAllChildren(); scene.getMgr()->destroySceneNode (node); } }