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openmw-tes3mp/components/sceneutil/lightutil.cpp

132 lines
5.3 KiB
C++

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