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@ -1,5 +1,6 @@
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#include "characterpreview.hpp"
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#include "characterpreview.hpp"
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#include <cmath>
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#include <iostream>
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#include <iostream>
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#include <osg/Material>
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#include <osg/Material>
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@ -170,8 +171,12 @@ namespace MWRender
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float ambientR = fallback->getFallbackFloat("Inventory_DirectionalAmbientR");
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float ambientR = fallback->getFallbackFloat("Inventory_DirectionalAmbientR");
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float ambientG = fallback->getFallbackFloat("Inventory_DirectionalAmbientG");
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float ambientG = fallback->getFallbackFloat("Inventory_DirectionalAmbientG");
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float ambientB = fallback->getFallbackFloat("Inventory_DirectionalAmbientB");
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float ambientB = fallback->getFallbackFloat("Inventory_DirectionalAmbientB");
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/// \todo Read DirectionalRotationX/DirectionalRotationY
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float azimuth = osg::DegreesToRadians(180.f - fallback->getFallbackFloat("Inventory_DirectionalRotationX"));
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light->setPosition(osg::Vec4(-0.3,0.3,0.7, 0.0));
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float altitude = osg::DegreesToRadians(fallback->getFallbackFloat("Inventory_DirectionalRotationY"));
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float positionX = std::cos(azimuth) * std::sin(altitude);
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float positionY = std::sin(azimuth) * std::sin(altitude);
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float positionZ = std::cos(altitude);
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light->setPosition(osg::Vec4(positionX,positionY,positionZ, 0.0));
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light->setDiffuse(osg::Vec4(diffuseR,diffuseG,diffuseB,1));
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light->setDiffuse(osg::Vec4(diffuseR,diffuseG,diffuseB,1));
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light->setAmbient(osg::Vec4(ambientR,ambientG,ambientB,1));
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light->setAmbient(osg::Vec4(ambientR,ambientG,ambientB,1));
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light->setSpecular(osg::Vec4(0,0,0,0));
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light->setSpecular(osg::Vec4(0,0,0,0));
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