From a6788cfb0e2d398c46ad9270576aef9ac57264cd Mon Sep 17 00:00:00 2001 From: scrawl Date: Thu, 29 May 2014 16:44:50 +0200 Subject: [PATCH] Support lights that do not have a model (Fixes #1361) --- apps/openmw/mwclass/light.cpp | 6 +- apps/openmw/mwrender/animation.cpp | 40 ++++++---- apps/openmw/mwrender/objects.cpp | 119 +++++++++++++++-------------- 3 files changed, 88 insertions(+), 77 deletions(-) diff --git a/apps/openmw/mwclass/light.cpp b/apps/openmw/mwclass/light.cpp index fd45ec859..ef4549268 100644 --- a/apps/openmw/mwclass/light.cpp +++ b/apps/openmw/mwclass/light.cpp @@ -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 diff --git a/apps/openmw/mwrender/animation.cpp b/apps/openmw/mwrender/animation.cpp index a2f901b26..9ed4cb6d3 100644 --- a/apps/openmw/mwrender/animation.cpp +++ b/apps/openmw/mwrender/animation.cpp @@ -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) diff --git a/apps/openmw/mwrender/objects.cpp b/apps/openmw/mwrender/objects.cpp index 3101100f2..7953a3117 100644 --- a/apps/openmw/mwrender/objects.cpp +++ b/apps/openmw/mwrender/objects.cpp @@ -79,79 +79,82 @@ void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh) std::auto_ptr 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()->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)