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OpenMW/game/mwrender/cell.cpp

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#include "cell.hpp"
#include <cassert>
#include "esm_store/cell_store.hpp"
using namespace MWRender;
template<typename T>
void insertObj(CellRender& cellRender, const T& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
cellRender.insertEnd();
}
}
template<>
void insertObj(CellRender& cellRender, const ESMS::LiveCellRef<ESM::Light>& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
int color = liveRef.base->data.color;
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cellRender.insertLight(color & 255,
(color >> 8) & 255,
(color >> 16) & 255,
liveRef.base->data.radius);
cellRender.insertEnd();
}
}
template<typename T>
void insertCellRefList (CellRender& cellRender, const T& cellRefList)
{
for(typename T::List::const_iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
insertObj (cellRender, *it);
}
}
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void CellRender::insertCell(const ESMS::CellStore &cell)
{
// Loop through all references in the cell
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insertCellRefList (*this, cell.activators);
insertCellRefList (*this, cell.potions);
insertCellRefList (*this, cell.appas);
insertCellRefList (*this, cell.armors);
insertCellRefList (*this, cell.books);
insertCellRefList (*this, cell.clothes);
insertCellRefList (*this, cell.containers);
insertCellRefList (*this, cell.creatures);
insertCellRefList (*this, cell.doors);
insertCellRefList (*this, cell.ingreds);
// insertCellRefList (*this, cell.creatureLists);
// insertCellRefList (*this, cell.itemLists);
insertCellRefList (*this, cell.lights);
insertCellRefList (*this, cell.lockpicks);
insertCellRefList (*this, cell.miscItems);
insertCellRefList (*this, cell.npcs);
insertCellRefList (*this, cell.probes);
insertCellRefList (*this, cell.repairs);
insertCellRefList (*this, cell.statics);
insertCellRefList (*this, cell.weapons);
}