added lighting configuration

actorid
Marc Zinnschlag 15 years ago
parent 12427b1f3e
commit 264bab806b

@ -10,6 +10,21 @@ using namespace MWRender;
using namespace Ogre;
using namespace ESMS;
bool InteriorCellRender::lightConst = false;
float InteriorCellRender::lightConstValue = 0.0;
bool InteriorCellRender::lightLinear = true;
int InteriorCellRender::lightLinearMethod = 1;
float InteriorCellRender::lightLinearValue = 3;
float InteriorCellRender::lightLinearRadiusMult = 1;
bool InteriorCellRender::lightQuadratic = false;
int InteriorCellRender::lightQuadraticMethod = 2;
float InteriorCellRender::lightQuadraticValue = 16;
float InteriorCellRender::lightQuadraticRadiusMult = 1;
bool InteriorCellRender::lightOutQuadInLin = false;
// start inserting a new reference.
void InteriorCellRender::insertBegin (const ESM::CellRef &ref)
@ -60,6 +75,27 @@ void InteriorCellRender::insertLight(float r, float g, float b, float radius)
float cval=0.0f, lval=0.0f, qval=0.0f;
if(lightConst)
cval = lightConstValue;
if(!lightOutQuadInLin)
{
if(lightLinear)
radius *= lightLinearRadiusMult;
if(lightQuadratic)
radius *= lightQuadraticRadiusMult;
if(lightLinear)
lval = lightLinearValue / pow(radius, lightLinearMethod);
if(lightQuadratic)
qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
}
else
{
// FIXME:
// Do quadratic or linear, depending if we're in an exterior or interior
// cell, respectively. Ignore lightLinear and lightQuadratic.
}
light->setAttenuation(10*radius, cval, lval, qval);
insert->attachObject(light);

@ -25,6 +25,22 @@ namespace MWRender
class InteriorCellRender : private CellRender
{
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;
const ESMS::CellStore &cell;
MWScene &scene;

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