#include "renderingmanager.hpp" #include #include "OgreRoot.h" #include "OgreRenderWindow.h" #include "OgreSceneManager.h" #include "OgreViewport.h" #include "OgreCamera.h" #include "OgreTextureManager.h" #include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone #include "../mwworld/ptr.hpp" #include using namespace MWRender; using namespace Ogre; namespace MWRender { RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment) :mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0), mDebugging(engine) { mRendering.createScene("PlayerCam", 55, 5); // 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 = mRendering.getScene()->getRootSceneNode(); mMwRoot = rt->createChildSceneNode(); mMwRoot->pitch(Degree(-90)); mObjects.setMwRoot(mMwRoot); mActors.setMwRoot(mMwRoot); //used to obtain ingame information of ogre objects (which are faced or selected) mRaySceneQuery = mRendering.getScene()->createRayQuery(Ray()); Ogre::SceneNode *playerNode = mMwRoot->createChildSceneNode ("player"); playerNode->pitch(Degree(90)); Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode(); Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode(); cameraPitchNode->attachObject(mRendering.getCamera()); //mSkyManager = 0; mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera()); mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode); mSun = 0; } RenderingManager::~RenderingManager () { //TODO: destroy mSun? delete mPlayer; delete mSkyManager; } MWRender::SkyManager* RenderingManager::getSkyManager() { return mSkyManager; } MWRender::Objects& RenderingManager::getObjects(){ return mObjects; } MWRender::Actors& RenderingManager::getActors(){ return mActors; } MWRender::Player& RenderingManager::getPlayer(){ return (*mPlayer); } OEngine::Render::Fader* RenderingManager::getFader() { return mRendering.getFader(); } void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){ mObjects.removeCell(store); mActors.removeCell(store); } void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store) { mObjects.buildStaticGeometry (*store); } void RenderingManager::addObject (const MWWorld::Ptr& ptr){ const MWWorld::Class& class_ = MWWorld::Class::get (ptr); class_.insertObjectRendering(ptr, *this); } void RenderingManager::removeObject (const MWWorld::Ptr& ptr) { if (!mObjects.deleteObject (ptr)) { /// \todo delete non-object MW-references } if (!mActors.deleteObject (ptr)) { /// \todo delete non-object MW-references } } void RenderingManager::moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position) { /// \todo move this to the rendering-subsystems mRendering.getScene()->getSceneNode (ptr.getRefData().getHandle())-> setPosition (position); } void RenderingManager::scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale){ } void RenderingManager::rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation){ } void RenderingManager::moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store){ } void RenderingManager::update (float duration){ mActors.update (duration); mSkyManager->update(duration); mRendering.update(duration); } void RenderingManager::skyEnable () { if(mSkyManager) mSkyManager->enable(); } void RenderingManager::skyDisable () { if(mSkyManager) mSkyManager->disable(); } void RenderingManager::skySetHour (double hour) { if(mSkyManager) mSkyManager->setHour(hour); } void RenderingManager::skySetDate (int day, int month) { if(mSkyManager) mSkyManager->setDate(day, month); } int RenderingManager::skyGetMasserPhase() const { return mSkyManager->getMasserPhase(); } int RenderingManager::skyGetSecundaPhase() const { return mSkyManager->getSecundaPhase(); } void RenderingManager::skySetMoonColour (bool red){ if(mSkyManager) mSkyManager->setMoonColour(red); } bool RenderingManager::toggleRenderMode(int mode) { if (mode == MWWorld::World::Render_CollisionDebug) return mDebugging.toggleRenderMode(mode); else // if (mode == MWWorld::World::Render_Wireframe) { if (mRendering.getCamera()->getPolygonMode() == PM_SOLID) { mRendering.getCamera()->setPolygonMode(PM_WIREFRAME); return true; } else { mRendering.getCamera()->setPolygonMode(PM_SOLID); return false; } } } void RenderingManager::configureFog(ESMS::CellStore &mCell) { Ogre::ColourValue color; color.setAsABGR (mCell.cell->ambi.fog); configureFog(mCell.cell->ambi.fogDensity, color); } void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour) { /// \todo make the viewing distance and fog start/end configurable float low = 3000 / density; float high = 6200 / density; mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high); mRendering.getCamera()->setFarClipDistance ( high ); mRendering.getViewport()->setBackgroundColour (colour); } void RenderingManager::setAmbientMode() { switch (mAmbientMode) { case 0: mRendering.getScene()->setAmbientLight(mAmbientColor); break; case 1: mRendering.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1)); break; case 2: mRendering.getScene()->setAmbientLight(ColourValue(1,1,1)); break; } } void RenderingManager::configureAmbient(ESMS::CellStore &mCell) { mAmbientColor.setAsABGR (mCell.cell->ambi.ambient); setAmbientMode(); // Create a "sun" that shines light downwards. It doesn't look // completely right, but leave it for now. if(!mSun) { mSun = mRendering.getScene()->createLight(); } Ogre::ColourValue colour; colour.setAsABGR (mCell.cell->ambi.sunlight); mSun->setDiffuseColour (colour); mSun->setType(Ogre::Light::LT_DIRECTIONAL); mSun->setDirection(0,-1,0); } // Switch through lighting modes. void RenderingManager::toggleLight() { if (mAmbientMode==2) mAmbientMode = 0; else ++mAmbientMode; switch (mAmbientMode) { case 0: std::cout << "Setting lights to normal\n"; break; case 1: std::cout << "Turning the lights up\n"; break; case 2: std::cout << "Turning the lights to full\n"; break; } setAmbientMode(); } void RenderingManager::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number) { mActors.playAnimationGroup(ptr, groupName, mode, number); } void RenderingManager::skipAnimation (const MWWorld::Ptr& ptr) { mActors.skipAnimation(ptr); } void RenderingManager::setSunColour(const Ogre::ColourValue& colour) { mSun->setDiffuseColour(colour); } void RenderingManager::setAmbientColour(const Ogre::ColourValue& colour) { mRendering.getScene()->setAmbientLight(colour); } void RenderingManager::sunEnable() { if (mSun) mSun->setVisible(true); } void RenderingManager::sunDisable() { if (mSun) mSun->setVisible(false); } void RenderingManager::setSunDirection(const Ogre::Vector3& direction) { // direction * -1 (because 'direction' is camera to sun vector and not sun to camera), // then convert from MW to ogre coordinates (swap y,z and make y negative) if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.z, direction.y)); mSkyManager->setSunDirection(direction); } void RenderingManager::setGlare(bool glare) { mSkyManager->setGlare(glare); } } // namespace