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251 lines
5.7 KiB
C++
251 lines
5.7 KiB
C++
#include "interior.hpp"
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#include <OgreEntity.h>
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#include <OgreLight.h>
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#include "components/nifogre/ogre_nif_loader.hpp"
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#include "mwscene.hpp"
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using namespace MWRender;
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using namespace Ogre;
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using namespace ESMS;
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bool InteriorCellRender::lightConst = false;
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float InteriorCellRender::lightConstValue = 0.0f;
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bool InteriorCellRender::lightLinear = true;
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int InteriorCellRender::lightLinearMethod = 1;
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float InteriorCellRender::lightLinearValue = 3;
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float InteriorCellRender::lightLinearRadiusMult = 1;
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bool InteriorCellRender::lightQuadratic = false;
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int InteriorCellRender::lightQuadraticMethod = 2;
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float InteriorCellRender::lightQuadraticValue = 16;
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float InteriorCellRender::lightQuadraticRadiusMult = 1;
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bool InteriorCellRender::lightOutQuadInLin = false;
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// start inserting a new reference.
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void InteriorCellRender::insertBegin (const ESM::CellRef &ref)
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{
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assert (!insert);
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// Create and place scene node for this object
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insert = base->createChildSceneNode();
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const float *f = ref.pos.pos;
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insert->setPosition(f[0], f[1], f[2]);
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insert->setScale(ref.scale, ref.scale, ref.scale);
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// Convert MW rotation to a quaternion:
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f = ref.pos.rot;
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// Rotate around X axis
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Quaternion xr(Radian(-f[0]), Vector3::UNIT_X);
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// Rotate around Y axis
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Quaternion yr(Radian(-f[1]), Vector3::UNIT_Y);
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// Rotate around Z axis
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Quaternion zr(Radian(-f[2]), Vector3::UNIT_Z);
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// Rotates first around z, then y, then x
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insert->setOrientation(xr*yr*zr);
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}
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// insert a mesh related to the most recent insertBegin call.
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void InteriorCellRender::insertMesh(const std::string &mesh)
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{
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assert (insert);
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NIFLoader::load(mesh);
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MovableObject *ent = scene.getMgr()->createEntity(mesh);
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insert->attachObject(ent);
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}
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// insert a light related to the most recent insertBegin call.
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void InteriorCellRender::insertLight(float r, float g, float b, float radius)
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{
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assert (insert);
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Ogre::Light *light = scene.getMgr()->createLight();
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light->setDiffuseColour (r, g, b);
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float cval=0.0f, lval=0.0f, qval=0.0f;
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if(lightConst)
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cval = lightConstValue;
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if(!lightOutQuadInLin)
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{
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if(lightLinear)
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radius *= lightLinearRadiusMult;
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if(lightQuadratic)
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radius *= lightQuadraticRadiusMult;
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if(lightLinear)
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lval = lightLinearValue / pow(radius, lightLinearMethod);
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if(lightQuadratic)
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qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
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}
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else
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{
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// FIXME:
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// Do quadratic or linear, depending if we're in an exterior or interior
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// cell, respectively. Ignore lightLinear and lightQuadratic.
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}
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light->setAttenuation(10*radius, cval, lval, qval);
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insert->attachObject(light);
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}
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// finish inserting a new reference and return a handle to it.
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std::string InteriorCellRender::insertEnd()
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{
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assert (insert);
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std::string handle = insert->getName();
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insert = 0;
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return handle;
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}
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// configure lighting according to cell
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void InteriorCellRender::configureAmbient()
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{
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ambientColor.setAsABGR (cell.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 = scene.getMgr()->createLight();
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Ogre::ColourValue colour;
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colour.setAsABGR (cell.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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// configure fog according to cell
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void InteriorCellRender::configureFog()
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{
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Ogre::ColourValue color;
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color.setAsABGR (cell.cell->ambi.fog);
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float high = 4500 + 9000 * (1-cell.cell->ambi.fogDensity);
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float low = 200;
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scene.getMgr()->setFog (FOG_LINEAR, color, 0, low, high);
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scene.getCamera()->setFarClipDistance (high + 10);
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scene.getViewport()->setBackgroundColour (color);
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}
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void InteriorCellRender::setAmbientMode()
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{
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switch (ambientMode)
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{
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case 0:
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scene.getMgr()->setAmbientLight(ambientColor);
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break;
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case 1:
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scene.getMgr()->setAmbientLight(0.7f*ambientColor + 0.3f*ColourValue(1,1,1));
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break;
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case 2:
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scene.getMgr()->setAmbientLight(ColourValue(1,1,1));
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break;
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}
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}
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void InteriorCellRender::show()
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{
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// If already loaded, just make the cell visible.
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if(base)
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{
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base->setVisible(true);
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return;
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}
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base = scene.getRoot()->createChildSceneNode();
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configureAmbient();
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configureFog();
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insertCell(cell);
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}
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void InteriorCellRender::hide()
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{
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if(base)
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base->setVisible(false);
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}
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void InteriorCellRender::destroy()
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{
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if(base)
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{
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base->removeAndDestroyAllChildren();
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scene.getMgr()->destroySceneNode(base);
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}
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base = NULL;
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}
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// Switch through lighting modes.
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void InteriorCellRender::toggleLight()
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{
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if (ambientMode==2)
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ambientMode = 0;
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else
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++ambientMode;
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switch (ambientMode)
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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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// Magic function from the internets. Might need this later.
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/*
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void Scene::DestroyAllAttachedMovableObjects( SceneNode* i_pSceneNode )
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{
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if ( !i_pSceneNode )
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{
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ASSERT( false );
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return;
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}
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// Destroy all the attached objects
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SceneNode::ObjectIterator itObject = i_pSceneNode->getAttachedObjectIterator();
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while ( itObject.hasMoreElements() )
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{
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MovableObject* pObject = static_cast<MovableObject*>(itObject.getNext());
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i_pSceneNode->getCreator()->destroyMovableObject( pObject );
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}
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// Recurse to child SceneNodes
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SceneNode::ChildNodeIterator itChild = i_pSceneNode->getChildIterator();
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while ( itChild.hasMoreElements() )
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{
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SceneNode* pChildNode = static_cast<SceneNode*>(itChild.getNext());
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DestroyAllAttachedMovableObjects( pChildNode );
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}
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}
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*/
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