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165 lines
3.9 KiB
C++
165 lines
3.9 KiB
C++
#include "engine.hpp"
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#include <cassert>
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#include <iostream>
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#include "components/esm_store/cell_store.hpp"
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#include "components/bsa/bsa_archive.hpp"
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#include "components/engine/ogre/renderer.hpp"
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#include "components/misc/fileops.hpp"
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#include "apps/openmw/mwrender/interior.hpp"
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#include "mwinput/inputmanager.hpp"
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#include "apps/openmw/mwrender/playerpos.hpp"
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#include "apps/openmw/mwrender/sky.hpp"
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OMW::Engine::Engine()
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: mEnableSky (false)
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, mpSkyManager (NULL)
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{
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}
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// adjust name and load bsa
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void OMW::Engine::prepareMaster()
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{
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std::string::size_type sep = mMaster.find_last_of (".");
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if (sep==std::string::npos)
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{
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mMaster += ".esm";
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}
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}
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// Load all BSA files in data directory.
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void OMW::Engine::loadBSA()
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{
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boost::filesystem::directory_iterator end;
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for (boost::filesystem::directory_iterator iter (mDataDir); iter!=end; ++iter)
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{
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if (boost::filesystem::extension (iter->path())==".bsa")
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{
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std::cout << "Adding " << iter->path().string() << std::endl;
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addBSA(iter->path().file_string());
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}
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}
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}
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// add resources directory
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// \note This function works recursively.
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void OMW::Engine::addResourcesDirectory (const boost::filesystem::path& path)
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{
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mOgre.getRoot()->addResourceLocation (path.file_string(), "FileSystem",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true);
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}
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// Set data dir
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void OMW::Engine::setDataDir (const boost::filesystem::path& dataDir)
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{
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mDataDir = boost::filesystem::system_complete (dataDir);
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}
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// Set start cell name (only interiors for now)
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void OMW::Engine::setCell (const std::string& cellName)
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{
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mCellName = cellName;
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}
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// Set master file (esm)
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// - If the given name does not have an extension, ".esm" is added automatically
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// - Currently OpenMW only supports one master at the same time.
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void OMW::Engine::addMaster (const std::string& master)
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{
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assert (mMaster.empty());
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mMaster = master;
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}
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// Enables sky rendering
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//
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void OMW::Engine::enableSky (bool bEnable)
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{
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mEnableSky = bEnable;
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}
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// Initialise and enter main loop.
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void OMW::Engine::go()
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{
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assert (!mDataDir.empty());
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assert (!mCellName.empty());
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assert (!mMaster.empty());
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std::cout << "Hello, fellow traveler!\n";
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std::cout << "Your data directory for today is: " << mDataDir << "\n";
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std::cout << "Initializing OGRE\n";
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const char* plugCfg = "plugins.cfg";
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mOgre.configure(!isFile("ogre.cfg"), plugCfg, false);
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addResourcesDirectory (mDataDir / "Meshes");
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addResourcesDirectory (mDataDir / "Textures");
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prepareMaster();
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loadBSA();
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boost::filesystem::path masterPath (mDataDir);
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masterPath /= mMaster;
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std::cout << "Loading ESM " << masterPath.string() << "\n";
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ESM::ESMReader esm;
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ESMS::ESMStore store;
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ESMS::CellStore cell;
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// This parses the ESM file and loads a sample cell
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esm.open(masterPath.file_string());
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store.load(esm);
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cell.loadInt(mCellName, store, esm);
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// Create the window
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mOgre.createWindow("OpenMW");
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std::cout << "\nSetting up cell rendering\n";
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// Sets up camera, scene manager, and viewport.
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MWRender::MWScene scene(mOgre);
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// Used to control the player camera and position
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MWRender::PlayerPos player(scene.getCamera());
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// This connects the cell data with the rendering scene.
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MWRender::InteriorCellRender rend(cell, scene);
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// Load the cell and insert it into the renderer
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rend.show();
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// Optionally enable the sky
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if (mEnableSky)
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mpSkyManager = MWRender::SkyManager::create(mOgre.getWindow(), scene.getCamera());
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std::cout << "Setting up input system\n";
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// Sets up the input system
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MWInput::MWInputManager input(mOgre, player);
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std::cout << "\nStart! Press Q/ESC or close window to exit.\n";
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// Start the main rendering loop
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mOgre.start();
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delete mpSkyManager;
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std::cout << "\nThat's all for now!\n";
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}
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