#include "renderingmanager.hpp" #include #include "OgreRoot.h" #include "OgreRenderWindow.h" #include "OgreSceneManager.h" #include "OgreViewport.h" #include "OgreCamera.h" #include "OgreTextureManager.h" #include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone #include "../mwworld/ptr.hpp" #include using namespace MWRender; using namespace Ogre; namespace MWRender { RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine) :rend(_rend), objects(rend), mDebugging(engine) { rend.createScene("PlayerCam", 55, 5); mSkyManager = MWRender::SkyManager::create(rend.getWindow(), rend.getCamera(), resDir); // Set default mipmap level (NB some APIs ignore this) TextureManager::getSingleton().setDefaultNumMipmaps(5); // Load resources ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); // 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 // Morrowind uses, and it automagically makes everything work as it // should. SceneNode *rt = rend.getScene()->getRootSceneNode(); mwRoot = rt->createChildSceneNode(); mwRoot->pitch(Degree(-90)); objects.setMwRoot(mwRoot); //used to obtain ingame information of ogre objects (which are faced or selected) mRaySceneQuery = rend.getScene()->createRayQuery(Ray()); Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode ("player"); playerNode->pitch(Degree(90)); Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode(); Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode(); cameraPitchNode->attachObject(rend.getCamera()); mPlayer = new MWRender::Player (rend.getCamera(), playerNode); mWater = 0; //std::cout << "Three"; } RenderingManager::~RenderingManager () { delete mPlayer; delete mSkyManager; } MWRender::Npcs& RenderingManager::getNPCs(){ return npcs; } MWRender::Objects& RenderingManager::getObjects(){ return objects; } MWRender::Creatures& RenderingManager::getCreatures(){ return creatures; } MWRender::Player& RenderingManager::getPlayer(){ return (*mPlayer); } void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){ objects.removeCell(store); } void RenderingManager::removeWater (){ if(mWater){ delete mWater; mWater = 0; } } void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store) { objects.buildStaticGeometry (*store); } void RenderingManager::addObject (const MWWorld::Ptr& ptr){ const MWWorld::Class& class_ = MWWorld::Class::get (ptr); class_.insertObjectRendering(ptr, *this); } void RenderingManager::removeObject (const MWWorld::Ptr& ptr) { if (!objects.deleteObject (ptr)) { /// \todo delete non-object MW-references } } void RenderingManager::moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position) { /// \todo move this to the rendering-subsystems rend.getScene()->getSceneNode (ptr.getRefData().getHandle())-> setPosition (position); } void RenderingManager::scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale){ } void RenderingManager::rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation){ } void RenderingManager::moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store){ } void RenderingManager::update (float duration){ } void RenderingManager::waterAdded (MWWorld::Ptr::CellStore *store){ if(store->cell->data.flags & store->cell->HasWater){ if(mWater == 0) mWater = new MWRender::Water(rend.getCamera(), store->cell); //else } } void RenderingManager::skyEnable () { mSkyManager->enable(); } void RenderingManager::skyDisable () { mSkyManager->disable(); } void RenderingManager::skySetHour (double hour) { mSkyManager->setHour(hour); } void RenderingManager::skySetDate (int day, int month) { mSkyManager->setDate(day, month); } int RenderingManager::skyGetMasserPhase() const { return mSkyManager->getMasserPhase(); } int RenderingManager::skyGetSecundaPhase() const { return mSkyManager->getSecundaPhase(); } void RenderingManager::skySetMoonColour (bool red) { mSkyManager->setMoonColour(red); } bool RenderingManager::toggleRenderMode(int mode){ return mDebugging.toggleRenderMode(mode); } void RenderingManager::configureFog(ESMS::CellStore &mCell) { Ogre::ColourValue color; color.setAsABGR (mCell.cell->ambi.fog); float high = 4500 + 9000 * (1-mCell.cell->ambi.fogDensity); float low = 200; rend.getScene()->setFog (FOG_LINEAR, color, 0, low, high); rend.getCamera()->setFarClipDistance (high + 10); rend.getViewport()->setBackgroundColour (color); } void RenderingManager::setAmbientMode() { switch (mAmbientMode) { case 0: rend.getScene()->setAmbientLight(mAmbientColor); break; case 1: rend.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1)); break; case 2: rend.getScene()->setAmbientLight(ColourValue(1,1,1)); break; } } void RenderingManager::configureAmbient(ESMS::CellStore &mCell) { 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. Ogre::Light *light = rend.getScene()->createLight(); Ogre::ColourValue colour; colour.setAsABGR (mCell.cell->ambi.sunlight); light->setDiffuseColour (colour); light->setType(Ogre::Light::LT_DIRECTIONAL); light->setDirection(0,-1,0); } // Switch through lighting modes. void RenderingManager::toggleLight() { 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; } setAmbientMode(); } void RenderingManager::checkUnderwater(float y){ if(mWater){ mWater->checkUnderwater(y); } } }