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openmw-tes3mp/apps/openmw/mwrender/mwscene.cpp
2010-06-27 14:10:46 -07:00

146 lines
4.6 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"
#include "Caelum.h"
using namespace MWRender;
using namespace Ogre;
using namespace Caelum;
class MWWeatherFrameListener : public Ogre::FrameListener
{
protected:
Caelum::CaelumSystem* mpCaelumSystem;
Ogre::SceneManager* mpScene;
float mfSpeedFactor;
bool mbPaused;
float mfTimeTillNextUpdate;
public:
MWWeatherFrameListener(RenderWindow* pRenderWindow, Camera* pCamera)
: mpCaelumSystem (NULL)
, mpScene (NULL)
, mfSpeedFactor (1.0f)
, mbPaused (false)
, mfTimeTillNextUpdate (0.0f)
{
ConfigFile cf;
cf.load("resources.cfg");
ResourceGroupManager::getSingleton().addResourceLocation(".", "FileSystem");
ConfigFile::SectionIterator seci = cf.getSectionIterator();
String secName, typeName, archName;
while (seci.hasMoreElements())
{
secName = seci.peekNextKey();
ConfigFile::SettingsMultiMap *settings = seci.getNext();
ConfigFile::SettingsMultiMap::iterator i;
for (i = settings->begin(); i != settings->end(); ++i)
{
typeName = i->first;
archName = i->second;
ResourceGroupManager::getSingleton().addResourceLocation(
archName, typeName, secName);
}
}
mpScene = pCamera->getSceneManager();
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
Caelum::CaelumSystem::CaelumComponent componentMask = CaelumSystem::CAELUM_COMPONENTS_DEFAULT;
componentMask = static_cast<Caelum::CaelumSystem::CaelumComponent> (
//Caelum::CaelumSystem::CAELUM_COMPONENT_SUN |
//Caelum::CaelumSystem::CAELUM_COMPONENT_MOON |
//Caelum::CaelumSystem::CAELUM_COMPONENT_SKY_DOME |
//Caelum::CaelumSystem::CAELUM_COMPONENT_IMAGE_STARFIELD |
//Caelum::CaelumSystem::CAELUM_COMPONENT_POINT_STARFIELD |
Caelum::CaelumSystem::CAELUM_COMPONENT_CLOUDS |
0);
componentMask = CaelumSystem::CAELUM_COMPONENTS_DEFAULT;
mpCaelumSystem = new Caelum::CaelumSystem (Root::getSingletonPtr(), mpScene, componentMask);
mpCaelumSystem->setManageSceneFog(false);
// mpCaelumSystem->getCloudSystem()->
// Set time acceleration.
mpCaelumSystem->getUniversalClock ()->setTimeScale(512);
mfSpeedFactor = mpCaelumSystem->getUniversalClock ()->getTimeScale();
// Register caelum as a listener.
pRenderWindow->addListener(mpCaelumSystem);
Root::getSingletonPtr()->addFrameListener(mpCaelumSystem);
}
~MWWeatherFrameListener()
{
if (mpCaelumSystem)
{
mpCaelumSystem->shutdown (false);
mpCaelumSystem = NULL;
}
}
};
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));
try
{
MWWeatherFrameListener* pWeather = new MWWeatherFrameListener (window, camera);
}
catch (Exception& e)
{
std::cout << "\nERROR: " << e.getFullDescription().c_str() << std::endl;
}
catch(std::exception &e)
{
std::cout << "\nERROR: " << e.what() << std::endl;
}
}