Port addExtraLight

c++11
scrawl 10 years ago
parent c924e64047
commit fcc7aa02ab

@ -3,6 +3,7 @@
#include <osg/PositionAttitudeTransform>
#include <osg/TexGen>
#include <osg/TexEnvCombine>
#include <osg/ComputeBoundsVisitor>
#include <components/nifosg/nifloader.hpp>
@ -14,6 +15,8 @@
#include <components/sceneutil/statesetupdater.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/util.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -178,6 +181,48 @@ namespace MWRender
return result;
}
void Animation::addExtraLight(osg::ref_ptr<osg::Group> parent, const ESM::Light *esmLight)
{
SceneUtil::FindByNameVisitor visitor("AttachLight");
parent->accept(visitor);
osg::Group* attachTo = NULL;
if (visitor.mFoundNode)
{
attachTo = visitor.mFoundNode;
}
else
{
osg::ComputeBoundsVisitor computeBound;
parent->accept(computeBound);
// PositionAttitudeTransform seems to be slightly faster than MatrixTransform
osg::ref_ptr<osg::PositionAttitudeTransform> trans(new osg::PositionAttitudeTransform);
trans->setPosition(computeBound.getBoundingBox().center());
parent->addChild(trans);
attachTo = trans;
}
osg::ref_ptr<SceneUtil::LightSource> lightSource = new SceneUtil::LightSource;
osg::Light* light = new osg::Light;
lightSource->setLight(light);
float realRadius = esmLight->mData.mRadius;
lightSource->setRadius(realRadius);
light->setLinearAttenuation(10.f/(esmLight->mData.mRadius*2.f));
//light->setLinearAttenuation(0.05);
light->setConstantAttenuation(0.f);
light->setDiffuse(SceneUtil::colourFromRGB(esmLight->mData.mColor));
light->setAmbient(osg::Vec4f(0,0,0,1));
light->setSpecular(osg::Vec4f(0,0,0,0));
attachTo->addChild(lightSource);
}
void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, std::string texture)
{
// Early out if we already have this effect
@ -307,7 +352,7 @@ namespace MWRender
// --------------------------------------------------------------------------------
ObjectAnimation::ObjectAnimation(const MWWorld::Ptr &ptr, const std::string &model, Resource::ResourceSystem* resourceSystem)
ObjectAnimation::ObjectAnimation(const MWWorld::Ptr &ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool allowLight)
: Animation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
{
if (!model.empty())
@ -316,6 +361,9 @@ namespace MWRender
if (!ptr.getClass().getEnchantment(ptr).empty())
addGlow(mObjectRoot, getEnchantmentColor(ptr));
if (ptr.getTypeName() == typeid(ESM::Light).name() && allowLight)
addExtraLight(getOrCreateObjectRoot(), ptr.get<ESM::Light>()->mBase);
}
}

@ -206,8 +206,8 @@ protected:
* extension will be replaced with .kf. */
//void addAnimSource(const std::string &model);
/** Adds an additional light to the given object list using the specified ESM record. */
//void addExtraLight(Ogre::SceneManager *sceneMgr, NifOgre::ObjectScenePtr objlist, const ESM::Light *light);
/** Adds an additional light to the given node using the specified ESM record. */
void addExtraLight(osg::ref_ptr<osg::Group> parent, const ESM::Light *light);
//void clearAnimSources();
@ -319,7 +319,7 @@ public:
class ObjectAnimation : public Animation {
public:
ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model, Resource::ResourceSystem* resourceSystem);
ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool allowLight);
};
}

@ -431,7 +431,7 @@ void NpcAnimation::updateParts()
const ESM::Light *light = part.get<ESM::Light>()->mBase;
addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft,
1, "meshes\\"+light->mModel);
//addExtraLight(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], light);
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), light);
}
}
@ -837,9 +837,8 @@ void NpcAnimation::showCarriedLeft(bool show)
if (addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1,
mesh, !iter->getClass().getEnchantment(*iter).empty(), &glowColor))
{
// TODO
//if (iter->getTypeName() == typeid(ESM::Light).name())
//addExtraLight(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], iter->get<ESM::Light>()->mBase);
if (iter->getTypeName() == typeid(ESM::Light).name())
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
}
}
else

@ -6,7 +6,6 @@
#include <osg/Group>
#include <osg/Geode>
#include <osg/PositionAttitudeTransform>
#include <osg/ComputeBoundsVisitor>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleProcessor>
@ -17,7 +16,6 @@
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/sceneutil/util.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwworld/class.hpp"
@ -120,9 +118,10 @@ void Objects::insertBegin(const MWWorld::Ptr& ptr)
osg::Quat zr(-f[2], osg::Vec3(0,0,1));
// Rotates first around z, then y, then x
insert->setAttitude(zr*yr*xr);
// TODO: actors rotate around z only
if (ptr.getClass().isActor())
insert->setAttitude(zr);
else
insert->setAttitude(zr*yr*xr);
ptr.getRefData().setBaseNode(insert);
}
@ -131,55 +130,11 @@ void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh, bool
{
insertBegin(ptr);
std::auto_ptr<ObjectAnimation> anim (new ObjectAnimation(ptr, mesh, mResourceSystem));
std::auto_ptr<ObjectAnimation> anim (new ObjectAnimation(ptr, mesh, mResourceSystem, allowLight));
if (anim->getObjectRoot())
anim->getObjectRoot()->addCullCallback(new SceneUtil::LightListCallback);
if (ptr.getTypeName() == typeid(ESM::Light).name() && allowLight)
{
SceneUtil::FindByNameVisitor visitor("AttachLight");
ptr.getRefData().getBaseNode()->accept(visitor);
osg::Group* attachTo = NULL;
if (visitor.mFoundNode)
{
attachTo = visitor.mFoundNode;
}
else
{
osg::ComputeBoundsVisitor computeBound;
osg::Group* objectRoot = anim->getOrCreateObjectRoot();
objectRoot->accept(computeBound);
// PositionAttitudeTransform seems to be slightly faster than MatrixTransform
osg::ref_ptr<osg::PositionAttitudeTransform> trans(new osg::PositionAttitudeTransform);
trans->setPosition(computeBound.getBoundingBox().center());
objectRoot->addChild(trans);
attachTo = trans;
}
const ESM::Light* esmLight = ptr.get<ESM::Light>()->mBase;
osg::ref_ptr<SceneUtil::LightSource> lightSource = new SceneUtil::LightSource;
osg::Light* light = new osg::Light;
lightSource->setLight(light);
float realRadius = esmLight->mData.mRadius;
lightSource->setRadius(realRadius);
light->setLinearAttenuation(10.f/(esmLight->mData.mRadius*2.f));
//light->setLinearAttenuation(0.05);
light->setConstantAttenuation(0.f);
light->setDiffuse(SceneUtil::colourFromRGB(esmLight->mData.mColor));
light->setAmbient(osg::Vec4f(0,0,0,1));
light->setSpecular(osg::Vec4f(0,0,0,0));
attachTo->addChild(lightSource);
}
if (!allowLight)
{
RemoveParticlesVisitor visitor;
@ -202,6 +157,9 @@ void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, b
else
anim.reset(new CreatureAnimation(ptr, mesh, mResourceSystem));
if (anim->getObjectRoot())
anim->getObjectRoot()->addCullCallback(new SceneUtil::LightListCallback);
mObjects.insert(std::make_pair(ptr, anim.release()));
}
@ -210,6 +168,10 @@ void Objects::insertNPC(const MWWorld::Ptr &ptr)
insertBegin(ptr);
std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
if (anim->getObjectRoot())
anim->getObjectRoot()->addCullCallback(new SceneUtil::LightListCallback);
mObjects.insert(std::make_pair(ptr, anim.release()));
}

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