mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 19:19:56 +00:00
Merge pull request #1151 from Aussiemon/projectilelightsfix
Update to implementation of projectile lights
This commit is contained in:
commit
8bdd5d1131
2 changed files with 35 additions and 36 deletions
|
@ -93,6 +93,31 @@ namespace
|
|||
}
|
||||
return projectileEffects;
|
||||
}
|
||||
|
||||
osg::Vec4 getMagicBoltLightDiffuseColor(const ESM::EffectList& effects)
|
||||
{
|
||||
// Calculate combined light diffuse color from magical effects
|
||||
osg::Vec4 lightDiffuseColor;
|
||||
float lightDiffuseRed = 0.0f;
|
||||
float lightDiffuseGreen = 0.0f;
|
||||
float lightDiffuseBlue = 0.0f;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator iter(effects.mList.begin());
|
||||
iter != effects.mList.end(); ++iter)
|
||||
{
|
||||
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
|
||||
iter->mEffectID);
|
||||
lightDiffuseRed += (static_cast<float>(magicEffect->mData.mRed) / 255.f);
|
||||
lightDiffuseGreen += (static_cast<float>(magicEffect->mData.mGreen) / 255.f);
|
||||
lightDiffuseBlue += (static_cast<float>(magicEffect->mData.mBlue) / 255.f);
|
||||
}
|
||||
int numberOfEffects = effects.mList.size();
|
||||
lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
|
||||
, lightDiffuseGreen / numberOfEffects
|
||||
, lightDiffuseBlue / numberOfEffects
|
||||
, 1.0f);
|
||||
|
||||
return lightDiffuseColor;
|
||||
}
|
||||
}
|
||||
|
||||
namespace MWWorld
|
||||
|
@ -136,7 +161,8 @@ namespace MWWorld
|
|||
};
|
||||
|
||||
|
||||
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture)
|
||||
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient,
|
||||
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture)
|
||||
{
|
||||
state.mNode = new osg::PositionAttitudeTransform;
|
||||
state.mNode->setNodeMask(MWRender::Mask_Effect);
|
||||
|
@ -169,34 +195,6 @@ namespace MWWorld
|
|||
|
||||
if (createLight)
|
||||
{
|
||||
// Case: magical effects (combine colors of individual effects)
|
||||
osg::Vec4 lightDiffuseColor;
|
||||
if (state.mIdMagic.size() > 0)
|
||||
{
|
||||
float lightDiffuseRed = 0.0f;
|
||||
float lightDiffuseGreen = 0.0f;
|
||||
float lightDiffuseBlue = 0.0f;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator it = ((MagicBoltState&)state).mEffects.mList.begin(); it != ((MagicBoltState&)state).mEffects.mList.end(); ++it)
|
||||
{
|
||||
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
|
||||
it->mEffectID);
|
||||
lightDiffuseRed += ((float) magicEffect->mData.mRed / 255.f);
|
||||
lightDiffuseGreen += ((float) magicEffect->mData.mGreen / 255.f);
|
||||
lightDiffuseBlue += ((float) magicEffect->mData.mBlue / 255.f);
|
||||
}
|
||||
int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
|
||||
lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
|
||||
, lightDiffuseGreen / numberOfEffects
|
||||
, lightDiffuseBlue / numberOfEffects
|
||||
, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Case: no magical effects, but still creating light
|
||||
lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
|
||||
}
|
||||
|
||||
// Add light
|
||||
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
|
||||
projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
projectileLight->setDiffuse(lightDiffuseColor);
|
||||
|
@ -206,12 +204,10 @@ namespace MWWorld
|
|||
projectileLight->setQuadraticAttenuation(0.f);
|
||||
projectileLight->setPosition(osg::Vec4(pos, 1.0));
|
||||
|
||||
// Add light source
|
||||
SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
|
||||
projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
|
||||
projectileLightSource->setRadius(66.f);
|
||||
|
||||
// Attach to scene node
|
||||
state.mNode->addChild(projectileLightSource);
|
||||
projectileLightSource->setLight(projectileLight);
|
||||
}
|
||||
|
@ -278,7 +274,8 @@ namespace MWWorld
|
|||
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
|
||||
MWWorld::Ptr ptr = ref.getPtr();
|
||||
|
||||
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, texture);
|
||||
osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(effects);
|
||||
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, lightDiffuseColor, texture);
|
||||
|
||||
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
||||
for (size_t it = 0; it != state.mSoundIds.size(); it++)
|
||||
|
@ -302,7 +299,7 @@ namespace MWWorld
|
|||
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
|
||||
MWWorld::Ptr ptr = ref.getPtr();
|
||||
|
||||
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false);
|
||||
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false, osg::Vec4(0,0,0,0));
|
||||
|
||||
mProjectiles.push_back(state);
|
||||
}
|
||||
|
@ -532,7 +529,7 @@ namespace MWWorld
|
|||
return true;
|
||||
}
|
||||
|
||||
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false);
|
||||
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false, osg::Vec4(0,0,0,0));
|
||||
|
||||
mProjectiles.push_back(state);
|
||||
return true;
|
||||
|
@ -567,7 +564,8 @@ namespace MWWorld
|
|||
return true;
|
||||
}
|
||||
|
||||
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, texture);
|
||||
osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(esm.mEffects);
|
||||
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);
|
||||
|
||||
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
||||
|
||||
|
|
|
@ -122,7 +122,8 @@ namespace MWWorld
|
|||
void moveProjectiles(float dt);
|
||||
void moveMagicBolts(float dt);
|
||||
|
||||
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture = "");
|
||||
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient,
|
||||
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture = "");
|
||||
void update (State& state, float duration);
|
||||
|
||||
void operator=(const ProjectileManager&);
|
||||
|
|
Loading…
Reference in a new issue