forked from teamnwah/openmw-tes3coop
This commit is contained in:
parent
5c94e2324f
commit
11565b5966
17 changed files with 297 additions and 20 deletions
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@ -23,7 +23,7 @@ add_openmw_dir (mwrender
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actors objects renderingmanager animation rotatecontroller sky npcanimation vismask
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creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation
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bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage ripplesimulation
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renderbin
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renderbin actoranimation
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)
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add_openmw_dir (mwinput
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155
apps/openmw/mwrender/actoranimation.cpp
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155
apps/openmw/mwrender/actoranimation.cpp
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@ -0,0 +1,155 @@
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#include "actoranimation.hpp"
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#include <utility>
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#include <osg/Node>
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#include <osg/Group>
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#include <osg/Vec4f>
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#include <components/esm/loadligh.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/lightutil.hpp>
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#include <components/fallback/fallback.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "vismask.hpp"
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namespace MWRender
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{
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ActorAnimation::ActorAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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bool disableListener)
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: Animation(ptr, parentNode, resourceSystem),
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mListenerDisabled(disableListener)
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{
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MWWorld::ContainerStore& store = mPtr.getClass().getContainerStore(mPtr);
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for (MWWorld::ContainerStoreIterator iter = store.begin(MWWorld::ContainerStore::Type_Light); iter != store.end(); ++iter)
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{
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const ESM::Light* light = iter->get<ESM::Light>()->mBase;
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if (!(light->mData.mFlags & ESM::Light::Carry))
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{
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addHiddenItemLight(*iter, light);
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}
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}
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if (!mListenerDisabled)
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store.setContListener(this);
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}
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ActorAnimation::~ActorAnimation()
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{
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if (!mListenerDisabled && mPtr.getRefData().getCustomData() && mPtr.getClass().getContainerStore(mPtr).getContListener() == this)
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mPtr.getClass().getContainerStore(mPtr).setContListener(NULL);
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for (ItemLightMap::iterator iter = mItemLights.begin(); iter != mItemLights.end(); ++iter)
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{
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mInsert->removeChild(iter->second);
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}
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}
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void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
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{
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if (item.getTypeName() == typeid(ESM::Light).name())
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{
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const ESM::Light* light = item.get<ESM::Light>()->mBase;
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if (!(light->mData.mFlags & ESM::Light::Carry))
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{
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addHiddenItemLight(item, light);
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}
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}
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}
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void ActorAnimation::itemRemoved(const MWWorld::ConstPtr& item, int /*count*/)
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{
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if (item.getTypeName() == typeid(ESM::Light).name())
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{
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ItemLightMap::iterator iter = mItemLights.find(item);
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if (iter != mItemLights.end())
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{
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if (!item.getRefData().getCount())
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{
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removeHiddenItemLight(item);
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}
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}
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}
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}
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void ActorAnimation::objectRootReset()
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{
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if (SceneUtil::LightListCallback* callback = findLightListCallback())
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{
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for (ItemLightMap::iterator iter = mItemLights.begin(); iter != mItemLights.end(); ++iter)
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{
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callback->getIgnoredLightSources().insert(iter->second);
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}
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}
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}
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void ActorAnimation::addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight)
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{
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if (mItemLights.find(item) != mItemLights.end())
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return;
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const Fallback::Map* fallback = MWBase::Environment::get().getWorld()->getFallback();
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static bool outQuadInLin = fallback->getFallbackBool("LightAttenuation_OutQuadInLin");
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static bool useQuadratic = fallback->getFallbackBool("LightAttenuation_UseQuadratic");
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static float quadraticValue = fallback->getFallbackFloat("LightAttenuation_QuadraticValue");
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static float quadraticRadiusMult = fallback->getFallbackFloat("LightAttenuation_QuadraticRadiusMult");
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static bool useLinear = fallback->getFallbackBool("LightAttenuation_UseLinear");
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static float linearRadiusMult = fallback->getFallbackFloat("LightAttenuation_LinearRadiusMult");
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static float linearValue = fallback->getFallbackFloat("LightAttenuation_LinearValue");
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bool exterior = mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior();
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osg::Vec4f ambient(1,1,1,1);
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osg::ref_ptr<SceneUtil::LightSource> lightSource = SceneUtil::createLightSource(esmLight, Mask_Lighting, exterior, outQuadInLin,
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useQuadratic, quadraticValue, quadraticRadiusMult, useLinear, linearRadiusMult, linearValue, ambient);
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mInsert->addChild(lightSource);
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if (SceneUtil::LightListCallback* callback = findLightListCallback())
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callback->getIgnoredLightSources().insert(lightSource.get());
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mItemLights.insert(std::make_pair(item, lightSource));
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}
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void ActorAnimation::removeHiddenItemLight(const MWWorld::ConstPtr& item)
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{
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ItemLightMap::iterator iter = mItemLights.find(item);
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if (iter == mItemLights.end())
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return;
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if (SceneUtil::LightListCallback* callback = findLightListCallback())
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{
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std::set<SceneUtil::LightSource*>::iterator ignoredIter = callback->getIgnoredLightSources().find(iter->second.get());
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if (ignoredIter != callback->getIgnoredLightSources().end())
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callback->getIgnoredLightSources().erase(ignoredIter);
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}
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mInsert->removeChild(iter->second);
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mItemLights.erase(iter);
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}
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SceneUtil::LightListCallback* ActorAnimation::findLightListCallback()
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{
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if (osg::Callback* callback = mObjectRoot->getCullCallback())
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{
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do
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{
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if (SceneUtil::LightListCallback* lightListCallback = dynamic_cast<SceneUtil::LightListCallback *>(callback))
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return lightListCallback;
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}
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while ((callback = callback->getNestedCallback()));
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}
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return NULL;
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}
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}
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58
apps/openmw/mwrender/actoranimation.hpp
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58
apps/openmw/mwrender/actoranimation.hpp
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#ifndef GAME_RENDER_ACTORANIMATION_H
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#define GAME_RENDER_ACTORANIMATION_H
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#include <map>
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#include <osg/ref_ptr>
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#include "../mwworld/containerstore.hpp"
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#include "animation.hpp"
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namespace osg
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{
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class Node;
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}
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namespace MWWorld
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{
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class ConstPtr;
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}
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namespace SceneUtil
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{
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class LightSource;
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class LightListCallback;
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}
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namespace MWRender
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{
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class ActorAnimation : public Animation, public MWWorld::ContainerStoreListener
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{
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public:
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ActorAnimation(const MWWorld::Ptr &ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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bool disableListener=false);
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virtual ~ActorAnimation();
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virtual void itemAdded(const MWWorld::ConstPtr& item, int count);
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virtual void itemRemoved(const MWWorld::ConstPtr& item, int count);
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protected:
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virtual void objectRootReset();
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private:
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void addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight);
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void removeHiddenItemLight(const MWWorld::ConstPtr& item);
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SceneUtil::LightListCallback* findLightListCallback();
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typedef std::map<MWWorld::ConstPtr, osg::ref_ptr<SceneUtil::LightSource> > ItemLightMap;
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ItemLightMap mItemLights;
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bool mListenerDisabled;
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};
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}
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#endif
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@ -1151,6 +1151,8 @@ namespace MWRender
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}
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mObjectRoot->addCullCallback(new SceneUtil::LightListCallback);
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objectRootReset();
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}
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osg::Group* Animation::getObjectRoot()
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@ -307,6 +307,8 @@ protected:
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*/
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void setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature);
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virtual void objectRootReset() {}
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/** Adds the keyframe controllers in the specified model as a new animation source. Note that the .nif
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* file extension will be replaced with .kf.
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* @note Later added animation sources have the highest priority when it comes to finding a particular animation.
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@ -18,7 +18,7 @@ namespace MWRender
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CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr,
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const std::string& model, Resource::ResourceSystem* resourceSystem)
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: Animation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
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: ActorAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
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CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem)
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: Animation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
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: ActorAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
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, mShowWeapons(false)
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, mShowCarriedLeft(false)
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{
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addAnimSource("meshes\\xbase_anim.nif");
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addAnimSource(model);
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mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
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mPtr.getClass().getInventoryStore(mPtr).setInvListener(this, mPtr);
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updateParts();
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}
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@ -1,7 +1,7 @@
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#ifndef GAME_RENDER_CREATUREANIMATION_H
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#define GAME_RENDER_CREATUREANIMATION_H
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#include "animation.hpp"
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#include "actoranimation.hpp"
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#include "weaponanimation.hpp"
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#include "../mwworld/inventorystore.hpp"
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@ -12,7 +12,7 @@ namespace MWWorld
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namespace MWRender
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{
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class CreatureAnimation : public Animation
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class CreatureAnimation : public ActorAnimation
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{
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public:
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CreatureAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
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// For creatures with weapons and shields
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// Animation is already virtual anyway, so might as well make a separate class.
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// Most creatures don't need weapons/shields, so this will save some memory.
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class CreatureWeaponAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
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class CreatureWeaponAnimation : public ActorAnimation, public WeaponAnimation, public MWWorld::InventoryStoreListener
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{
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public:
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CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
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@ -16,6 +16,7 @@
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#include <components/sceneutil/attach.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/sceneutil/skeleton.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/nifosg/nifloader.hpp> // TextKeyMapHolder
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@ -272,8 +273,8 @@ NpcAnimation::~NpcAnimation()
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// No need to getInventoryStore() to reset, if none exists
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// This is to avoid triggering the listener via ensureCustomData()->autoEquip()->fireEquipmentChanged()
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// all from within this destructor. ouch!
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&& mPtr.getRefData().getCustomData() && mPtr.getClass().getInventoryStore(mPtr).getListener() == this)
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mPtr.getClass().getInventoryStore(mPtr).setListener(NULL, mPtr);
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&& mPtr.getRefData().getCustomData() && mPtr.getClass().getInventoryStore(mPtr).getInvListener() == this)
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mPtr.getClass().getInventoryStore(mPtr).setInvListener(NULL, mPtr);
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// do not detach (delete) parts yet, this is done so the background thread can handle the deletion
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for(size_t i = 0;i < ESM::PRT_Count;i++)
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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bool disableListener, bool disableSounds, ViewMode viewMode, float firstPersonFieldOfView)
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: Animation(ptr, parentNode, resourceSystem),
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: ActorAnimation(ptr, parentNode, resourceSystem, disableListener),
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mListenerDisabled(disableListener),
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mViewMode(viewMode),
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mShowWeapons(false),
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@ -310,7 +311,7 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> par
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updateNpcBase();
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if (!disableListener)
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mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
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mPtr.getClass().getInventoryStore(mPtr).setInvListener(this, mPtr);
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}
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void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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@ -5,6 +5,7 @@
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#include "../mwworld/inventorystore.hpp"
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#include "actoranimation.hpp"
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#include "weaponanimation.hpp"
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namespace ESM
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class NeckController;
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class HeadAnimationTime;
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class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
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class NpcAnimation : public ActorAnimation, public WeaponAnimation, public MWWorld::InventoryStoreListener
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{
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public:
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virtual void equipmentChanged();
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@ -136,6 +136,17 @@ int MWWorld::ContainerStore::count(const std::string &id)
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return total;
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}
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MWWorld::ContainerStoreListener* MWWorld::ContainerStore::getContListener() const
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{
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return mListener;
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}
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void MWWorld::ContainerStore::setContListener(MWWorld::ContainerStoreListener* listener)
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{
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mListener = listener;
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}
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MWWorld::ContainerStoreIterator MWWorld::ContainerStore::unstack(const Ptr &ptr, const Ptr& container, int count)
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{
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if (ptr.getRefData().getCount() <= count)
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@ -292,6 +303,9 @@ MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add (const Ptr& itemPtr
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item.getRefData().getLocals().setVarByInt(script, "onpcadd", 1);
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}
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if (mListener)
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mListener->itemAdded(item, count);
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return it;
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}
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@ -398,6 +412,9 @@ int MWWorld::ContainerStore::remove(const Ptr& item, int count, const Ptr& actor
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flagAsModified();
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if (mListener)
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mListener->itemRemoved(item, count - toRemove);
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// number of removed items
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return count - toRemove;
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}
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@ -31,6 +31,13 @@ namespace MWWorld
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{
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class ContainerStoreIterator;
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class ContainerStoreListener
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{
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public:
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virtual void itemAdded(const ConstPtr& item, int count) {}
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virtual void itemRemoved(const ConstPtr& item, int count) {}
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};
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class ContainerStore
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{
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public:
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@ -73,6 +80,8 @@ namespace MWWorld
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///< Stores result of levelled item spawns. <(refId, spawningGroup), count>
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/// This is used to restock levelled items(s) if the old item was sold.
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ContainerStoreListener* mListener;
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mutable float mCachedWeight;
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mutable bool mWeightUpToDate;
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ContainerStoreIterator addImp (const Ptr& ptr, int count);
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@ -143,6 +152,9 @@ namespace MWWorld
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/// @return How many items with refID \a id are in this container?
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int count (const std::string& id);
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ContainerStoreListener* getContListener() const;
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void setContListener(ContainerStoreListener* listener);
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protected:
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ContainerStoreIterator addNewStack (const ConstPtr& ptr, int count);
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///< Add the item to this container (do not try to stack it onto existing items)
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@ -606,12 +606,12 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItemQuantity(con
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return unstack(item, actor, item.getRefData().getCount() - count);
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}
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MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getListener()
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MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getInvListener()
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{
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return mListener;
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}
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void MWWorld::InventoryStore::setListener(InventoryStoreListener *listener, const Ptr& actor)
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void MWWorld::InventoryStore::setInvListener(InventoryStoreListener *listener, const Ptr& actor)
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{
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mListener = listener;
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updateMagicEffects(actor);
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@ -197,10 +197,10 @@ namespace MWWorld
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/// in the slot (they can be re-stacked so its count may be different
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/// than the requested count).
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void setListener (InventoryStoreListener* listener, const Ptr& actor);
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void setInvListener (InventoryStoreListener* listener, const Ptr& actor);
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///< Set a listener for various events, see \a InventoryStoreListener
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InventoryStoreListener* getListener();
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InventoryStoreListener* getInvListener();
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void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor);
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@ -359,6 +359,10 @@ namespace SceneUtil
|
|||
for (unsigned int i=0; i<lights.size(); ++i)
|
||||
{
|
||||
const LightManager::LightSourceViewBound& l = lights[i];
|
||||
|
||||
if (mIgnoredLightSources.count(l.mLightSource))
|
||||
continue;
|
||||
|
||||
if (l.mViewBound.intersects(nodeBound))
|
||||
mLightList.push_back(&l);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#ifndef OPENMW_COMPONENTS_SCENEUTIL_LIGHTMANAGER_H
|
||||
#define OPENMW_COMPONENTS_SCENEUTIL_LIGHTMANAGER_H
|
||||
|
||||
#include <set>
|
||||
|
||||
#include <osg/Light>
|
||||
|
||||
#include <osg/Group>
|
||||
|
@ -157,16 +159,20 @@ namespace SceneUtil
|
|||
: osg::Object(copy, copyop), osg::NodeCallback(copy, copyop)
|
||||
, mLightManager(copy.mLightManager)
|
||||
, mLastFrameNumber(0)
|
||||
, mIgnoredLightSources(copy.mIgnoredLightSources)
|
||||
{}
|
||||
|
||||
META_Object(SceneUtil, LightListCallback)
|
||||
|
||||
void operator()(osg::Node* node, osg::NodeVisitor* nv);
|
||||
|
||||
std::set<SceneUtil::LightSource*>& getIgnoredLightSources() { return mIgnoredLightSources; }
|
||||
|
||||
private:
|
||||
LightManager* mLightManager;
|
||||
unsigned int mLastFrameNumber;
|
||||
LightManager::LightList mLightList;
|
||||
std::set<SceneUtil::LightSource*> mIgnoredLightSources;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -36,7 +36,6 @@ namespace SceneUtil
|
|||
light->setLinearAttenuation(linearAttenuation);
|
||||
light->setQuadraticAttenuation(quadraticAttenuation);
|
||||
light->setConstantAttenuation(0.f);
|
||||
|
||||
}
|
||||
|
||||
void addLight (osg::Group* node, const ESM::Light* esmLight, unsigned int partsysMask, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic,
|
||||
|
@ -68,6 +67,14 @@ namespace SceneUtil
|
|||
attachTo = trans;
|
||||
}
|
||||
|
||||
osg::ref_ptr<LightSource> lightSource = createLightSource(esmLight, lightMask, isExterior, outQuadInLin, useQuadratic, quadraticValue,
|
||||
quadraticRadiusMult, useLinear, linearRadiusMult, linearValue);
|
||||
attachTo->addChild(lightSource);
|
||||
}
|
||||
|
||||
osg::ref_ptr<LightSource> createLightSource(const ESM::Light* esmLight, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic, float quadraticValue,
|
||||
float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue, const osg::Vec4f& ambient)
|
||||
{
|
||||
osg::ref_ptr<SceneUtil::LightSource> lightSource (new SceneUtil::LightSource);
|
||||
osg::ref_ptr<osg::Light> light (new osg::Light);
|
||||
lightSource->setNodeMask(lightMask);
|
||||
|
@ -85,7 +92,7 @@ namespace SceneUtil
|
|||
diffuse.a() = 1;
|
||||
}
|
||||
light->setDiffuse(diffuse);
|
||||
light->setAmbient(osg::Vec4f(0,0,0,1));
|
||||
light->setAmbient(ambient);
|
||||
light->setSpecular(osg::Vec4f(0,0,0,0));
|
||||
|
||||
lightSource->setLight(light);
|
||||
|
@ -103,7 +110,6 @@ namespace SceneUtil
|
|||
|
||||
lightSource->addUpdateCallback(ctrl);
|
||||
|
||||
attachTo->addChild(lightSource);
|
||||
return lightSource;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
#ifndef OPENMW_COMPONENTS_LIGHTUTIL_H
|
||||
#define OPENMW_COMPONENTS_LIGHTUTIL_H
|
||||
|
||||
#include <osg/ref_ptr>
|
||||
#include <osg/Vec4f>
|
||||
|
||||
namespace osg
|
||||
{
|
||||
class Group;
|
||||
|
@ -13,6 +16,7 @@ namespace ESM
|
|||
|
||||
namespace SceneUtil
|
||||
{
|
||||
class LightSource;
|
||||
|
||||
/// @brief Convert an ESM::Light to a SceneUtil::LightSource, and add it to a sub graph.
|
||||
/// @note If the sub graph contains a node named "AttachLight" (case insensitive), then the light is added to that.
|
||||
|
@ -27,6 +31,15 @@ namespace SceneUtil
|
|||
float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult,
|
||||
float linearValue);
|
||||
|
||||
/// @brief Convert an ESM::Light to a SceneUtil::LightSource, and return it.
|
||||
/// @param esmLight The light definition coming from the game files containing radius, color, flicker, etc.
|
||||
/// @param lightMask Mask to assign to the newly created LightSource.
|
||||
/// @param isExterior Is the light outside? May be used for deciding which attenuation settings to use.
|
||||
/// @param ambient Ambient component of the light.
|
||||
/// @par Attenuation parameters come from the game INI file.
|
||||
osg::ref_ptr<LightSource> createLightSource (const ESM::Light* esmLight, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic,
|
||||
float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue, const osg::Vec4f& ambient=osg::Vec4f(0,0,0,1));
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue