Merge pull request #414 from OpenMW/master

Add OpenMW commits up to 29 Apr 2018
0.6.3
David Cernat 7 years ago committed by GitHub
commit 273179fd5a
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GPG Key ID: 4AEE18F83AFDEB23

@ -1,5 +1,6 @@
#include "characterpreview.hpp"
#include <cmath>
#include <iostream>
#include <osg/Material>
@ -13,6 +14,7 @@
#include <osgUtil/IntersectionVisitor>
#include <osgUtil/LineSegmentIntersector>
#include <components/fallback/fallback.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include "../mwbase/environment.hpp"
@ -158,14 +160,25 @@ namespace MWRender
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.25, 0.25, 0.25, 1.0));
lightmodel->setAmbientIntensity(osg::Vec4(0.0, 0.0, 0.0, 1.0));
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
/// \todo Read the fallback values from INIImporter (Inventory:Directional*) ?
osg::ref_ptr<osg::Light> light = new osg::Light;
light->setPosition(osg::Vec4(-0.3,0.3,0.7, 0.0));
light->setDiffuse(osg::Vec4(1,1,1,1));
light->setAmbient(osg::Vec4(0,0,0,1));
const Fallback::Map* fallback = MWBase::Environment::get().getWorld()->getFallback();
float diffuseR = fallback->getFallbackFloat("Inventory_DirectionalDiffuseR");
float diffuseG = fallback->getFallbackFloat("Inventory_DirectionalDiffuseG");
float diffuseB = fallback->getFallbackFloat("Inventory_DirectionalDiffuseB");
float ambientR = fallback->getFallbackFloat("Inventory_DirectionalAmbientR");
float ambientG = fallback->getFallbackFloat("Inventory_DirectionalAmbientG");
float ambientB = fallback->getFallbackFloat("Inventory_DirectionalAmbientB");
float azimuth = osg::DegreesToRadians(180.f - fallback->getFallbackFloat("Inventory_DirectionalRotationX"));
float altitude = osg::DegreesToRadians(fallback->getFallbackFloat("Inventory_DirectionalRotationY"));
float positionX = std::cos(azimuth) * std::sin(altitude);
float positionY = std::sin(azimuth) * std::sin(altitude);
float positionZ = std::cos(altitude);
light->setPosition(osg::Vec4(positionX,positionY,positionZ, 0.0));
light->setDiffuse(osg::Vec4(diffuseR,diffuseG,diffuseB,1));
light->setAmbient(osg::Vec4(ambientR,ambientG,ambientB,1));
light->setSpecular(osg::Vec4(0,0,0,0));
light->setLightNum(0);
light->setConstantAttenuation(1.f);

@ -101,6 +101,18 @@ namespace Nif
data.post(nif);
}
void NiLookAtController::read(NIFStream *nif)
{
Controller::read(nif);
data.read(nif);
}
void NiLookAtController::post(NIFFile *nif)
{
Controller::post(nif);
data.post(nif);
}
void NiPathController::read(NIFStream *nif)
{
Controller::read(nif);

@ -99,6 +99,15 @@ public:
void post(NIFFile *nif);
};
class NiLookAtController : public Controller
{
public:
NiKeyframeDataPtr data;
void read(NIFStream *nif);
void post(NIFFile *nif);
};
class NiUVController : public Controller
{
public:

@ -108,6 +108,7 @@ static std::map<std::string,RecordFactoryEntry> makeFactory()
newFactory.insert(makeEntry("NiSequenceStreamHelper", &construct <NiSequenceStreamHelper> , RC_NiSequenceStreamHelper ));
newFactory.insert(makeEntry("NiSourceTexture", &construct <NiSourceTexture> , RC_NiSourceTexture ));
newFactory.insert(makeEntry("NiSkinInstance", &construct <NiSkinInstance> , RC_NiSkinInstance ));
newFactory.insert(makeEntry("NiLookAtController", &construct <NiLookAtController> , RC_NiLookAtController ));
return newFactory;
}

@ -93,7 +93,8 @@ enum RecordType
RC_NiSourceTexture,
RC_NiSkinInstance,
RC_RootCollisionNode,
RC_NiSphericalCollider
RC_NiSphericalCollider,
RC_NiLookAtController
};
/// Base class for all records

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