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openmw-tes3coop/components/sceneutil/lightutil.cpp

116 lines
4.5 KiB
C++

#include "lightutil.hpp"
#include <osg/Light>
#include <osg/Group>
#include <osg/ComputeBoundsVisitor>
#include <components/esm/loadligh.hpp>
#include "lightmanager.hpp"
#include "lightcontroller.hpp"
#include "util.hpp"
#include "visitor.hpp"
#include "positionattitudetransform.hpp"
namespace SceneUtil
{
void configureLight(osg::Light *light, float radius, bool isExterior, bool outQuadInLin, bool useQuadratic,
float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue)
{
bool quadratic = useQuadratic && (!outQuadInLin || isExterior);
float quadraticAttenuation = 0;
float linearAttenuation = 0;
if (quadratic)
{
float r = radius * quadraticRadiusMult;
quadraticAttenuation = quadraticValue / std::pow(r, 2);
}
if (useLinear)
{
float r = radius * linearRadiusMult;
linearAttenuation = linearValue / r;
}
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,
float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult,
float linearValue)
{
SceneUtil::FindByNameVisitor visitor("AttachLight");
node->accept(visitor);
osg::Group* attachTo = NULL;
if (visitor.mFoundNode)
{
attachTo = visitor.mFoundNode;
}
else
{
osg::ComputeBoundsVisitor computeBound;
computeBound.setTraversalMask(~partsysMask);
// We want the bounds of all children of the node, ignoring the node's local transformation
// So do a traverse(), not accept()
computeBound.traverse(*node);
// PositionAttitudeTransform seems to be slightly faster than MatrixTransform
osg::ref_ptr<SceneUtil::PositionAttitudeTransform> trans(new SceneUtil::PositionAttitudeTransform);
trans->setPosition(computeBound.getBoundingBox().center());
node->addChild(trans);
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);
float radius = esmLight->mData.mRadius;
lightSource->setRadius(radius);
configureLight(light, radius, isExterior, outQuadInLin, useQuadratic, quadraticValue,
quadraticRadiusMult, useLinear, linearRadiusMult, linearValue);
osg::Vec4f diffuse = SceneUtil::colourFromRGB(esmLight->mData.mColor);
if (esmLight->mData.mFlags & ESM::Light::Negative)
{
diffuse *= -1;
diffuse.a() = 1;
}
light->setDiffuse(diffuse);
light->setAmbient(ambient);
light->setSpecular(osg::Vec4f(0,0,0,0));
lightSource->setLight(light);
osg::ref_ptr<SceneUtil::LightController> ctrl (new SceneUtil::LightController);
ctrl->setDiffuse(light->getDiffuse());
if (esmLight->mData.mFlags & ESM::Light::Flicker)
ctrl->setType(SceneUtil::LightController::LT_Flicker);
if (esmLight->mData.mFlags & ESM::Light::FlickerSlow)
ctrl->setType(SceneUtil::LightController::LT_FlickerSlow);
if (esmLight->mData.mFlags & ESM::Light::Pulse)
ctrl->setType(SceneUtil::LightController::LT_Pulse);
if (esmLight->mData.mFlags & ESM::Light::PulseSlow)
ctrl->setType(SceneUtil::LightController::LT_PulseSlow);
lightSource->addUpdateCallback(ctrl);
return lightSource;
}
}