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132 lines
5.3 KiB
C++
132 lines
5.3 KiB
C++
#include "lightutil.hpp"
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#include <osg/Light>
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#include <osg/Group>
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#include <osg/ComputeBoundsVisitor>
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#include <components/esm/loadligh.hpp>
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#include <components/fallback/fallback.hpp>
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#include "lightmanager.hpp"
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#include "lightcontroller.hpp"
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#include "util.hpp"
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#include "visitor.hpp"
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#include "positionattitudetransform.hpp"
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namespace SceneUtil
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{
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void configureLight(osg::Light *light, float radius, bool isExterior)
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{
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float quadraticAttenuation = 0.f;
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float linearAttenuation = 0.f;
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float constantAttenuation = 0.f;
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static const bool useConstant = Fallback::Map::getBool("LightAttenuation_UseConstant");
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static const bool useLinear = Fallback::Map::getBool("LightAttenuation_UseLinear");
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static const bool useQuadratic = Fallback::Map::getBool("LightAttenuation_UseQuadratic");
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static const float constantValue = Fallback::Map::getFloat("LightAttenuation_ConstantValue");
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static const float linearValue = Fallback::Map::getFloat("LightAttenuation_LinearValue");
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static const float quadraticValue = Fallback::Map::getFloat("LightAttenuation_QuadraticValue");
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static const float linearRadiusMult = Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult");
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static const float quadraticRadiusMult = Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult");
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static const int linearMethod = Fallback::Map::getInt("LightAttenuation_LinearMethod");
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static const int quadraticMethod = Fallback::Map::getInt("LightAttenuation_QuadraticMethod");
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static const bool outQuadInLin = Fallback::Map::getBool("LightAttenuation_OutQuadInLin");
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if (useConstant)
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constantAttenuation = constantValue;
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if (useLinear)
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{
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linearAttenuation = linearMethod == 0 ? linearValue : 0.01f;
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float r = radius * linearRadiusMult;
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if (r && (linearMethod == 1 || linearMethod == 2))
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linearAttenuation = linearValue / std::pow(r, linearMethod);
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}
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if (useQuadratic && (!outQuadInLin || isExterior))
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{
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quadraticAttenuation = quadraticMethod == 0 ? quadraticValue : 0.01f;
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float r = radius * quadraticRadiusMult;
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if (r && (quadraticMethod == 1 || quadraticMethod == 2))
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quadraticAttenuation = quadraticValue / std::pow(r, quadraticMethod);
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}
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light->setConstantAttenuation(constantAttenuation);
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light->setLinearAttenuation(linearAttenuation);
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light->setQuadraticAttenuation(quadraticAttenuation);
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}
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osg::ref_ptr<LightSource> addLight(osg::Group* node, const ESM::Light* esmLight, unsigned int partsysMask, unsigned int lightMask, bool isExterior)
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{
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SceneUtil::FindByNameVisitor visitor("AttachLight");
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node->accept(visitor);
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osg::Group* attachTo = nullptr;
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if (visitor.mFoundNode)
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{
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attachTo = visitor.mFoundNode;
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}
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else
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{
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osg::ComputeBoundsVisitor computeBound;
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computeBound.setTraversalMask(~partsysMask);
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// We want the bounds of all children of the node, ignoring the node's local transformation
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// So do a traverse(), not accept()
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computeBound.traverse(*node);
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// PositionAttitudeTransform seems to be slightly faster than MatrixTransform
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osg::ref_ptr<SceneUtil::PositionAttitudeTransform> trans(new SceneUtil::PositionAttitudeTransform);
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trans->setPosition(computeBound.getBoundingBox().center());
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node->addChild(trans);
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attachTo = trans;
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}
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osg::ref_ptr<LightSource> lightSource = createLightSource(esmLight, lightMask, isExterior, osg::Vec4f(0,0,0,1));
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attachTo->addChild(lightSource);
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return lightSource;
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}
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osg::ref_ptr<LightSource> createLightSource(const ESM::Light* esmLight, unsigned int lightMask, bool isExterior, const osg::Vec4f& ambient)
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{
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osg::ref_ptr<SceneUtil::LightSource> lightSource (new SceneUtil::LightSource);
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osg::ref_ptr<osg::Light> light (new osg::Light);
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lightSource->setNodeMask(lightMask);
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float radius = esmLight->mData.mRadius;
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lightSource->setRadius(radius);
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configureLight(light, radius, isExterior);
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osg::Vec4f diffuse = SceneUtil::colourFromRGB(esmLight->mData.mColor);
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if (esmLight->mData.mFlags & ESM::Light::Negative)
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{
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diffuse *= -1;
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diffuse.a() = 1;
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}
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light->setDiffuse(diffuse);
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light->setAmbient(ambient);
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light->setSpecular(osg::Vec4f(0,0,0,0));
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lightSource->setLight(light);
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osg::ref_ptr<SceneUtil::LightController> ctrl (new SceneUtil::LightController);
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ctrl->setDiffuse(light->getDiffuse());
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if (esmLight->mData.mFlags & ESM::Light::Flicker)
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ctrl->setType(SceneUtil::LightController::LT_Flicker);
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if (esmLight->mData.mFlags & ESM::Light::FlickerSlow)
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ctrl->setType(SceneUtil::LightController::LT_FlickerSlow);
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if (esmLight->mData.mFlags & ESM::Light::Pulse)
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ctrl->setType(SceneUtil::LightController::LT_Pulse);
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if (esmLight->mData.mFlags & ESM::Light::PulseSlow)
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ctrl->setType(SceneUtil::LightController::LT_PulseSlow);
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lightSource->addUpdateCallback(ctrl);
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return lightSource;
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}
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}
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