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OpenMW/apps/openmw/mwrender/interior.hpp

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#ifndef _GAME_RENDER_INTERIOR_H
#define _GAME_RENDER_INTERIOR_H
#include "cell.hpp"
#include "cellimp.hpp"
#include "components/esm_store/cell_store.hpp"
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#include "OgreColourValue.h"
namespace Ogre
{
class SceneNode;
}
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namespace MWRender
{
class MWScene;
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/**
This class is responsible for inserting meshes and other
rendering objects from the given cell into the given rendering
scene.
TODO FIXME: Doesn't do full cleanup yet.
*/
class InteriorCellRender : public CellRender, private CellRenderImp
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{
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static bool lightConst;
static float lightConstValue;
static bool lightLinear;
static int lightLinearMethod;
static float lightLinearValue;
static float lightLinearRadiusMult;
static bool lightQuadratic;
static int lightQuadraticMethod;
static float lightQuadraticValue;
static float lightQuadraticRadiusMult;
static bool lightOutQuadInLin;
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ESMS::CellStore<MWWorld::RefData> &cell;
const ESMS::ESMStore &store;
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MWScene &scene;
/// The scene node that contains all objects belonging to this
/// cell.
Ogre::SceneNode *base;
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Ogre::SceneNode *insert;
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// 0 normal, 1 more bright, 2 max
int ambientMode;
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Ogre::ColourValue ambientColor;
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/// start inserting a new reference.
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virtual void insertBegin (ESM::CellRef &ref);
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/// insert a mesh related to the most recent insertBegin call.
virtual void insertMesh(const std::string &mesh);
/// insert a light related to the most recent insertBegin call.
virtual void insertLight(float r, float g, float b, float radius);
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd (bool Enable);
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/// configure lighting according to cell
void configureAmbient();
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/// configure fog according to cell
void configureFog();
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void setAmbientMode();
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public:
InteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, const ESMS::ESMStore& _store, MWScene &_scene)
: cell(_cell), store(_store), scene(_scene), base(NULL), insert(NULL), ambientMode (0) {}
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virtual ~InteriorCellRender() { destroy(); }
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/// Make the cell visible. Load the cell if necessary.
virtual void show();
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/// Remove the cell from rendering, but don't remove it from
/// memory.
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virtual void hide();
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/// Destroy all rendering objects connected with this cell.
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virtual void destroy(); // comment by Zini: shouldn't this go into the destructor?
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/// Switch through lighting modes.
void toggleLight();
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/// Make the reference with the given handle visible.
virtual void enable (const std::string& handle);
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/// Make the reference with the given handle invisible.
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virtual void disable (const std::string& handle);
/// Remove the reference with the given handle permanently from the scene.
virtual void deleteObject (const std::string& handle);
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};
}
#endif