Support lights that do not have a model (Fixes #1361)

deque
scrawl 11 years ago
parent 95b3026c7e
commit a6788cfb0e

@ -50,9 +50,9 @@ namespace MWClass
void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
{
const std::string model = getModel(ptr);
if(!model.empty()) {
renderingInterface.getObjects().insertModel(ptr, model);
}
// Insert even if model is empty, so that the light is added
renderingInterface.getObjects().insertModel(ptr, model);
}
void Light::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const

@ -1257,22 +1257,30 @@ Ogre::Vector3 Animation::getEnchantmentColor(MWWorld::Ptr item)
ObjectAnimation::ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model)
: Animation(ptr, ptr.getRefData().getBaseNode())
{
setObjectRoot(model, false);
Ogre::Vector3 extents = getWorldBounds().getSize();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) &&
Settings::Manager::getBool("limit small object distance", "Viewing distance");
// do not fade out doors. that will cause holes and look stupid
if(ptr.getTypeName().find("Door") != std::string::npos)
small = false;
float dist = small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0.0f;
Ogre::Vector3 col = getEnchantmentColor(ptr);
setRenderProperties(mObjectRoot, (mPtr.getTypeName() == typeid(ESM::Static).name()) ?
(small ? RV_StaticsSmall : RV_Statics) : RV_Misc,
RQG_Main, RQG_Alpha, dist, !ptr.getClass().getEnchantment(ptr).empty(), &col);
if (!model.empty())
{
setObjectRoot(model, false);
Ogre::Vector3 extents = getWorldBounds().getSize();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) &&
Settings::Manager::getBool("limit small object distance", "Viewing distance");
// do not fade out doors. that will cause holes and look stupid
if(ptr.getTypeName().find("Door") != std::string::npos)
small = false;
float dist = small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0.0f;
Ogre::Vector3 col = getEnchantmentColor(ptr);
setRenderProperties(mObjectRoot, (mPtr.getTypeName() == typeid(ESM::Static).name()) ?
(small ? RV_StaticsSmall : RV_Statics) : RV_Misc,
RQG_Main, RQG_Alpha, dist, !ptr.getClass().getEnchantment(ptr).empty(), &col);
}
else
{
// No model given. Create an object root anyway, so that lights can be added to it if needed.
mObjectRoot = NifOgre::ObjectScenePtr (new NifOgre::ObjectScene(mInsert->getCreator()));
}
}
void ObjectAnimation::addLight(const ESM::Light *light)

@ -79,79 +79,82 @@ void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh)
std::auto_ptr<ObjectAnimation> anim(new ObjectAnimation(ptr, mesh));
Ogre::AxisAlignedBox bounds = anim->getWorldBounds();
Ogre::Vector3 extents = bounds.getSize();
extents *= ptr.getRefData().getBaseNode()->getScale();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) &&
Settings::Manager::getBool("limit small object distance", "Viewing distance");
// do not fade out doors. that will cause holes and look stupid
if(ptr.getTypeName().find("Door") != std::string::npos)
small = false;
if (mBounds.find(ptr.getCell()) == mBounds.end())
mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
mBounds[ptr.getCell()].merge(bounds);
if(ptr.getTypeName() == typeid(ESM::Light).name())
anim->addLight(ptr.get<ESM::Light>()->mBase);
if(ptr.getTypeName() == typeid(ESM::Static).name() &&
Settings::Manager::getBool("use static geometry", "Objects") &&
anim->canBatch())
if (!mesh.empty())
{
Ogre::StaticGeometry* sg = 0;
if (small)
Ogre::AxisAlignedBox bounds = anim->getWorldBounds();
Ogre::Vector3 extents = bounds.getSize();
extents *= ptr.getRefData().getBaseNode()->getScale();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) &&
Settings::Manager::getBool("limit small object distance", "Viewing distance");
// do not fade out doors. that will cause holes and look stupid
if(ptr.getTypeName().find("Door") != std::string::npos)
small = false;
if (mBounds.find(ptr.getCell()) == mBounds.end())
mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
mBounds[ptr.getCell()].merge(bounds);
if(ptr.getTypeName() == typeid(ESM::Static).name() &&
Settings::Manager::getBool("use static geometry", "Objects") &&
anim->canBatch())
{
if(mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
{
uniqueID = uniqueID+1;
sg = mRenderer.getScene()->createStaticGeometry("sg" + Ogre::StringConverter::toString(uniqueID));
sg->setOrigin(ptr.getRefData().getBaseNode()->getPosition());
mStaticGeometrySmall[ptr.getCell()] = sg;
Ogre::StaticGeometry* sg = 0;
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
if (small)
{
if(mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
{
uniqueID = uniqueID+1;
sg = mRenderer.getScene()->createStaticGeometry("sg" + Ogre::StringConverter::toString(uniqueID));
sg->setOrigin(ptr.getRefData().getBaseNode()->getPosition());
mStaticGeometrySmall[ptr.getCell()] = sg;
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
}
else
sg = mStaticGeometrySmall[ptr.getCell()];
}
else
sg = mStaticGeometrySmall[ptr.getCell()];
}
else
{
if(mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
{
uniqueID = uniqueID+1;
sg = mRenderer.getScene()->createStaticGeometry("sg" + Ogre::StringConverter::toString(uniqueID));
sg->setOrigin(ptr.getRefData().getBaseNode()->getPosition());
mStaticGeometry[ptr.getCell()] = sg;
if(mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
{
uniqueID = uniqueID+1;
sg = mRenderer.getScene()->createStaticGeometry("sg" + Ogre::StringConverter::toString(uniqueID));
sg->setOrigin(ptr.getRefData().getBaseNode()->getPosition());
mStaticGeometry[ptr.getCell()] = sg;
}
else
sg = mStaticGeometry[ptr.getCell()];
}
else
sg = mStaticGeometry[ptr.getCell()];
}
// This specifies the size of a single batch region.
// If it is set too high:
// - there will be problems choosing the correct lights
// - the culling will be more inefficient
// If it is set too low:
// - there will be too many batches.
if(ptr.getCell()->isExterior())
sg->setRegionDimensions(Ogre::Vector3(2048,2048,2048));
else
sg->setRegionDimensions(Ogre::Vector3(1024,1024,1024));
// This specifies the size of a single batch region.
// If it is set too high:
// - there will be problems choosing the correct lights
// - the culling will be more inefficient
// If it is set too low:
// - there will be too many batches.
if(ptr.getCell()->isExterior())
sg->setRegionDimensions(Ogre::Vector3(2048,2048,2048));
else
sg->setRegionDimensions(Ogre::Vector3(1024,1024,1024));
sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
sg->setCastShadows(true);
sg->setCastShadows(true);
sg->setRenderQueueGroup(RQG_Main);
sg->setRenderQueueGroup(RQG_Main);
anim->fillBatch(sg);
/* TODO: We could hold on to this and just detach it from the scene graph, so if the Ptr
* ever needs to modify we can reattach it and rebuild the StaticGeometry object without
* it. Would require associating the Ptr with the StaticGeometry. */
anim.reset();
anim->fillBatch(sg);
/* TODO: We could hold on to this and just detach it from the scene graph, so if the Ptr
* ever needs to modify we can reattach it and rebuild the StaticGeometry object without
* it. Would require associating the Ptr with the StaticGeometry. */
anim.reset();
}
}
if(anim.get() != NULL)

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