Utilize inventory character preview lighting color fallback settings

pull/414/head
Capostrophic 7 years ago committed by Capostrophic
parent 9b8c56761b
commit b69e812a52

@ -13,6 +13,7 @@
#include <osgUtil/IntersectionVisitor>
#include <osgUtil/LineSegmentIntersector>
#include <components/fallback/fallback.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include "../mwbase/environment.hpp"
@ -161,11 +162,18 @@ namespace MWRender
lightmodel->setAmbientIntensity(osg::Vec4(0.25, 0.25, 0.25, 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;
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");
/// \todo Read DirectionalRotationX/DirectionalRotationY
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));
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);

Loading…
Cancel
Save