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46 lines
2.1 KiB
C++
46 lines
2.1 KiB
C++
#ifndef OPENMW_COMPONENTS_LIGHTUTIL_H
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#define OPENMW_COMPONENTS_LIGHTUTIL_H
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#include <osg/ref_ptr>
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#include <osg/Vec4f>
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namespace osg
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{
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class Group;
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}
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namespace ESM
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{
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struct Light;
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}
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namespace SceneUtil
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{
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class LightSource;
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/// @brief Convert an ESM::Light to a SceneUtil::LightSource, and add it to a sub graph.
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/// @note If the sub graph contains a node named "AttachLight" (case insensitive), then the light is added to that.
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/// Otherwise, the light is added in the center of the node's bounds.
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/// @param node The sub graph to add a light to
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/// @param esmLight The light definition coming from the game files containing radius, color, flicker, etc.
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/// @param partsysMask Node mask to ignore when computing the sub graph's bounding box.
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/// @param lightMask Mask to assign to the newly created LightSource.
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/// @param isExterior Is the light outside? May be used for deciding which attenuation settings to use.
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/// @par Attenuation parameters come from the game INI file.
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void addLight (osg::Group* node, const ESM::Light* esmLight, unsigned int partsysMask, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic,
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float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult,
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float linearValue);
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/// @brief Convert an ESM::Light to a SceneUtil::LightSource, and return it.
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/// @param esmLight The light definition coming from the game files containing radius, color, flicker, etc.
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/// @param lightMask Mask to assign to the newly created LightSource.
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/// @param isExterior Is the light outside? May be used for deciding which attenuation settings to use.
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/// @param ambient Ambient component of the light.
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/// @par Attenuation parameters come from the game INI file.
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osg::ref_ptr<LightSource> createLightSource (const ESM::Light* esmLight, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic,
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float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue, const osg::Vec4f& ambient=osg::Vec4f(0,0,0,1));
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}
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#endif
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