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103 lines
2.4 KiB
C++
103 lines
2.4 KiB
C++
#ifndef _GAME_RENDER_INTERIOR_H
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#define _GAME_RENDER_INTERIOR_H
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "components/esm_store/cell_store.hpp"
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#include "OgreColourValue.h"
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namespace Ogre
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{
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class SceneNode;
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}
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namespace MWRender
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{
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class MWScene;
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/**
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This class is responsible for inserting meshes and other
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rendering objects from the given cell into the given rendering
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scene.
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TODO FIXME: Doesn't do full cleanup yet.
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*/
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class InteriorCellRender : public CellRender, private CellRenderImp
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{
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static bool lightConst;
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static float lightConstValue;
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static bool lightLinear;
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static int lightLinearMethod;
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static float lightLinearValue;
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static float lightLinearRadiusMult;
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static bool lightQuadratic;
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static int lightQuadraticMethod;
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static float lightQuadraticValue;
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static float lightQuadraticRadiusMult;
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static bool lightOutQuadInLin;
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const ESMS::CellStore &cell;
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MWScene &scene;
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/// The scene node that contains all objects belonging to this
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/// cell.
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Ogre::SceneNode *base;
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Ogre::SceneNode *insert;
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// 0 normal, 1 more bright, 2 max
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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 (const ESM::CellRef &ref);
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh);
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/// insert a light related to the most recent insertBegin call.
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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();
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/// configure lighting according to cell
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void configureAmbient();
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/// configure fog according to cell
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void configureFog();
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void setAmbientMode();
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public:
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InteriorCellRender(const ESMS::CellStore &_cell, MWScene &_scene)
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: cell(_cell), 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.
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virtual void show();
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/// Remove the cell from rendering, but don't remove it from
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/// memory.
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void hide();
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/// Destroy all rendering objects connected with this cell.
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void destroy(); // comment by Zini: shouldn't this go into the destructor?
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/// Switch through lighting modes.
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void toggleLight();
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};
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}
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#endif
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