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openmw-tes3mp/apps/openmw/mwrender/mwscene.cpp

53 lines
1.5 KiB
C++

#include "mwscene.hpp"
#include <assert.h>
#include "OgreRoot.h"
#include "OgreRenderWindow.h"
#include "OgreSceneManager.h"
#include "OgreViewport.h"
#include "OgreCamera.h"
#include "OgreTextureManager.h"
using namespace MWRender;
using namespace Ogre;
MWScene::MWScene(Render::OgreRenderer &_rend)
: rend(_rend)
{
Root *root = rend.getRoot();
RenderWindow *window = rend.getWindow();
// Get the SceneManager, in this case a generic one
sceneMgr = root->createSceneManager(ST_GENERIC);
// Create the camera
camera = sceneMgr->createCamera("PlayerCam");
camera->setNearClipDistance(5);
// Create one viewport, entire window
vp = window->addViewport(camera);
// Alter the camera aspect ratio to match the viewport
camera->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
camera->setFOVy(Degree(55));
// 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 = sceneMgr->getRootSceneNode();
mwRoot = rt->createChildSceneNode();
mwRoot->pitch(Degree(-90));
// For testing
sceneMgr->setAmbientLight(ColourValue(1,1,1));
}