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https://github.com/TES3MP/openmw-tes3mp.git
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222 lines
5.5 KiB
C++
222 lines
5.5 KiB
C++
#include "renderingmanager.hpp"
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#include <assert.h>
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#include "OgreRoot.h"
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#include "OgreRenderWindow.h"
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#include "OgreSceneManager.h"
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#include "OgreViewport.h"
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#include "OgreCamera.h"
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#include "OgreTextureManager.h"
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#include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone
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#include "../mwworld/ptr.hpp"
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#include <components/esm/loadstat.hpp>
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#include "renderinginterface.hpp"
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using namespace MWRender;
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using namespace Ogre;
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namespace MWRender {
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RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine) :rend(_rend), mDebugging(engine), objects(rend)
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{
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//std::cout << "ONE";
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rend.createScene("PlayerCam", 55, 5);
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mSkyManager = MWRender::SkyManager::create(rend.getWindow(), rend.getCamera(), resDir);
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Turn the entire scene (represented by the 'root' node) -90
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// degrees around the x axis. This makes Z go upwards, and Y go into
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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//std::cout << "TWO";
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SceneNode *rt = rend.getScene()->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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//used to obtain ingame information of ogre objects (which are faced or selected)
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mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
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Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode ("player");
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playerNode->pitch(Degree(90));
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Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
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Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
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cameraPitchNode->attachObject(rend.getCamera());
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mPlayer = new MWRender::Player (rend.getCamera(), playerNode->getName());
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//std::cout << "Three";
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}
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RenderingManager::~RenderingManager ()
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{
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delete mPlayer;
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delete mSkyManager;
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}
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MWRender::Npcs& RenderingManager::getNPCs(){
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return npcs;
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}
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MWRender::Objects& RenderingManager::getObjects(){
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return objects;
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}
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MWRender::Creatures& RenderingManager::getCreatures(){
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return creatures;
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}
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MWRender::Player& RenderingManager::getPlayer(){
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return (*mPlayer);
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}
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void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){
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}
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void RenderingManager::addObject (const MWWorld::Ptr& ptr){
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}
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void RenderingManager::removeObject (const MWWorld::Ptr& ptr){
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}
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void RenderingManager::moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position){
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}
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void RenderingManager::scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale){
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}
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void RenderingManager::rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation){
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}
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void RenderingManager::moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store){
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}
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void RenderingManager::setPhysicsDebugRendering (bool){
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}
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bool RenderingManager::getPhysicsDebugRendering() const{
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return true;
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}
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void RenderingManager::update (float duration){
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}
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void RenderingManager::skyEnable ()
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{
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mSkyManager->enable();
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}
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void RenderingManager::skyDisable ()
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{
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mSkyManager->disable();
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}
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void RenderingManager::skySetHour (double hour)
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{
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mSkyManager->setHour(hour);
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}
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void RenderingManager::skySetDate (int day, int month)
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{
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mSkyManager->setDate(day, month);
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}
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int RenderingManager::skyGetMasserPhase() const
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{
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return mSkyManager->getMasserPhase();
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}
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int RenderingManager::skyGetSecundaPhase() const
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{
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return mSkyManager->getSecundaPhase();
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}
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void RenderingManager::skySetMoonColour (bool red)
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{
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mSkyManager->setMoonColour(red);
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}
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bool RenderingManager::toggleRenderMode(int mode){
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return mDebugging.toggleRenderMode(mode);
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}
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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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float high = 4500 + 9000 * (1-mCell.cell->ambi.fogDensity);
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float low = 200;
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rend.getScene()->setFog (FOG_LINEAR, color, 0, low, high);
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rend.getCamera()->setFarClipDistance (high + 10);
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rend.getViewport()->setBackgroundColour (color);
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}
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void RenderingManager::setAmbientMode()
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{
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switch (mAmbientMode)
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{
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case 0:
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rend.getScene()->setAmbientLight(mAmbientColor);
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break;
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case 1:
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rend.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
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break;
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case 2:
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rend.getScene()->setAmbientLight(ColourValue(1,1,1));
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break;
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}
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}
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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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// 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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Ogre::Light *light = rend.getScene()->createLight();
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Ogre::ColourValue colour;
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colour.setAsABGR (mCell.cell->ambi.sunlight);
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light->setDiffuseColour (colour);
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light->setType(Ogre::Light::LT_DIRECTIONAL);
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light->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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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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}
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}
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