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