mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-29 17:15:34 +00:00
moved light common to its own file
moved esm4light to it's own file
This commit is contained in:
parent
dc961e3189
commit
486d15b19e
18 changed files with 188 additions and 138 deletions
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@ -47,6 +47,7 @@
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#include <components/esm/esmbridge.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/lightcommon.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/lightutil.hpp>
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@ -168,7 +169,7 @@ void CSVRender::Object::update()
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if (light)
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{
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bool isExterior = false; // FIXME
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SceneUtil::addLight(mBaseNode, ESM::LightCommon(*light), Mask_Lighting, isExterior);
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SceneUtil::addLight(mBaseNode, SceneUtil::LightCommon(*light), Mask_Lighting, isExterior);
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}
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}
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@ -90,6 +90,7 @@ add_openmw_dir (mwphysics
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add_openmw_dir (mwclass
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classes activator creature npc weapon armor potion apparatus book clothing container door
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ingredient creaturelevlist itemlevlist light lockpick misc probe repair static actor bodypart
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light4
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)
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add_openmw_dir (mwmechanics
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@ -13,6 +13,7 @@
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#include "ingredient.hpp"
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#include "itemlevlist.hpp"
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#include "light.hpp"
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#include "light4.hpp"
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#include "lockpick.hpp"
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#include "misc.hpp"
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#include "npc.hpp"
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@ -244,52 +244,4 @@ namespace MWClass
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return ptr.get<ESM::Light>()->mBase->mSound;
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}
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ESM4Light::ESM4Light()
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: MWWorld::RegisteredClass<ESM4Light>(ESM4::Light::sRecordId)
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{
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}
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void ESM4Light ::insertObjectRendering(
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const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
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{
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MWWorld::LiveCellRef<ESM4::Light>* ref = ptr.get<ESM4::Light>();
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// Insert even if model is empty, so that the light is added
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renderingInterface.getObjects().insertModel(ptr, model, !(ref->mBase->mData.flags & ESM4::Light::OffDefault));
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}
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void ESM4Light::insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const
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{
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insertObjectPhysics(ptr, model, rotation, physics);
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}
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void ESM4Light::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const
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{
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physics.addObject(ptr, model, rotation, MWPhysics::CollisionType_World);
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}
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std::string ESM4Light::getModel(const MWWorld::ConstPtr& ptr) const
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{
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return getClassModel<ESM4::Light>(ptr);
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}
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std::string_view ESM4Light ::getName(const MWWorld::ConstPtr& ptr) const
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{
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return {};
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}
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bool ESM4Light::hasToolTip(const MWWorld::ConstPtr& ptr) const
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{
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return false;
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}
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MWWorld::Ptr ESM4Light::copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const
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{
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const MWWorld::LiveCellRef<ESM4::Light>* ref = ptr.get<ESM4::Light>();
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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}
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@ -79,32 +79,6 @@ namespace MWClass
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const ESM::RefId& getSound(const MWWorld::ConstPtr& ptr) const override;
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};
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class ESM4Light : public MWWorld::RegisteredClass<ESM4Light>
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{
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friend MWWorld::RegisteredClass<ESM4Light>;
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ESM4Light();
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
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public:
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void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
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MWRender::RenderingInterface& renderingInterface) const override;
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///< Add reference into a cell for rendering
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void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const override;
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void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const override;
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std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
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///< \return name or ID; can return an empty string.
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bool hasToolTip(const MWWorld::ConstPtr& ptr) const override;
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///< @return true if this object has a tooltip when focused (default implementation: true)
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std::string getModel(const MWWorld::ConstPtr& ptr) const override;
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};
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}
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#endif
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61
apps/openmw/mwclass/light4.cpp
Normal file
61
apps/openmw/mwclass/light4.cpp
Normal file
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@ -0,0 +1,61 @@
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#include "light4.hpp"
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#include "classmodel.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/ptr.hpp"
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#include <components/esm4/loadligh.hpp>
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namespace MWClass
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{
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ESM4Light::ESM4Light()
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: MWWorld::RegisteredClass<ESM4Light>(ESM4::Light::sRecordId)
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{
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}
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void ESM4Light ::insertObjectRendering(
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const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
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{
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MWWorld::LiveCellRef<ESM4::Light>* ref = ptr.get<ESM4::Light>();
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// Insert even if model is empty, so that the light is added
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renderingInterface.getObjects().insertModel(ptr, model, !(ref->mBase->mData.flags & ESM4::Light::OffDefault));
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}
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void ESM4Light::insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const
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{
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insertObjectPhysics(ptr, model, rotation, physics);
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}
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void ESM4Light::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const
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{
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physics.addObject(ptr, model, rotation, MWPhysics::CollisionType_World);
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}
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std::string ESM4Light::getModel(const MWWorld::ConstPtr& ptr) const
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{
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return getClassModel<ESM4::Light>(ptr);
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}
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std::string_view ESM4Light ::getName(const MWWorld::ConstPtr& ptr) const
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{
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return {};
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}
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bool ESM4Light::hasToolTip(const MWWorld::ConstPtr& ptr) const
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{
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return false;
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}
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MWWorld::Ptr ESM4Light::copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const
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{
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const MWWorld::LiveCellRef<ESM4::Light>* ref = ptr.get<ESM4::Light>();
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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}
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34
apps/openmw/mwclass/light4.hpp
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34
apps/openmw/mwclass/light4.hpp
Normal file
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#ifndef OPENW_MWCLASS_LIGHT4
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#define OPENW_MWCLASS_LIGHT4
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#include "../mwworld/registeredclass.hpp"
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namespace MWClass
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{
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class ESM4Light : public MWWorld::RegisteredClass<ESM4Light>
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{
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friend MWWorld::RegisteredClass<ESM4Light>;
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ESM4Light();
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
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public:
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void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
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MWRender::RenderingInterface& renderingInterface) const override;
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///< Add reference into a cell for rendering
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void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const override;
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void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
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MWPhysics::PhysicsSystem& physics) const override;
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std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
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///< \return name or ID; can return an empty string.
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bool hasToolTip(const MWWorld::ConstPtr& ptr) const override;
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///< @return true if this object has a tooltip when focused (default implementation: true)
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std::string getModel(const MWWorld::ConstPtr& ptr) const override;
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};
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}
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#endif
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@ -13,6 +13,7 @@
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/attach.hpp>
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#include <components/sceneutil/lightcommon.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/lightutil.hpp>
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#include <components/sceneutil/visitor.hpp>
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@ -557,7 +558,7 @@ namespace MWRender
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osg::Vec4f ambient(1, 1, 1, 1);
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osg::ref_ptr<SceneUtil::LightSource> lightSource
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= SceneUtil::createLightSource(ESM::LightCommon(*esmLight), Mask_Lighting, exterior, ambient);
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= SceneUtil::createLightSource(SceneUtil::LightCommon(*esmLight), Mask_Lighting, exterior, ambient);
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mInsert->addChild(lightSource);
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@ -27,6 +27,7 @@
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#include <components/misc/constants.hpp>
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#include <components/misc/pathhelpers.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/sceneutil/lightcommon.hpp>
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#include <components/sceneutil/keyframe.hpp>
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@ -1511,7 +1512,7 @@ namespace MWRender
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}
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}
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void Animation::addExtraLight(osg::ref_ptr<osg::Group> parent, const ESM::LightCommon& esmLight)
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void Animation::addExtraLight(osg::ref_ptr<osg::Group> parent, const SceneUtil::LightCommon& esmLight)
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{
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bool exterior = mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior();
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@ -1855,9 +1856,9 @@ namespace MWRender
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mObjectRoot, mResourceSystem, ptr.getClass().getEnchantmentColor(ptr));
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}
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if (ptr.getType() == ESM::Light::sRecordId && allowLight)
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addExtraLight(getOrCreateObjectRoot(), ESM::LightCommon(*ptr.get<ESM::Light>()->mBase));
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addExtraLight(getOrCreateObjectRoot(), SceneUtil::LightCommon(*ptr.get<ESM::Light>()->mBase));
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if (ptr.getType() == ESM4::Light::sRecordId && allowLight)
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addExtraLight(getOrCreateObjectRoot(), ESM::LightCommon(*ptr.get<ESM4::Light>()->mBase));
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addExtraLight(getOrCreateObjectRoot(), SceneUtil::LightCommon(*ptr.get<ESM4::Light>()->mBase));
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if (!allowLight && mObjectRoot)
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{
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@ -30,6 +30,7 @@ namespace SceneUtil
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class LightSource;
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class LightListCallback;
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class Skeleton;
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struct LightCommon;
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}
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namespace MWRender
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@ -333,7 +334,7 @@ namespace MWRender
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void addSingleAnimSource(const std::string& model, const std::string& baseModel);
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/** Adds an additional light to the given node using the specified ESM record. */
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void addExtraLight(osg::ref_ptr<osg::Group> parent, const ESM::LightCommon& light);
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void addExtraLight(osg::ref_ptr<osg::Group> parent, const SceneUtil::LightCommon& light);
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void clearAnimSources();
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@ -13,7 +13,6 @@
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#include <components/misc/resourcehelpers.hpp>
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#include <components/esm/esmbridge.hpp>
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#include <components/esm3/loadbody.hpp>
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#include <components/esm3/loadmgef.hpp>
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#include <components/esm3/loadrace.hpp>
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@ -22,6 +21,7 @@
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#include <components/sceneutil/actorutil.hpp>
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#include <components/sceneutil/depth.hpp>
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#include <components/sceneutil/keyframe.hpp>
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#include <components/sceneutil/lightcommon.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/settings/settings.hpp>
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@ -665,7 +665,7 @@ namespace MWRender
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addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1,
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Misc::ResourceHelpers::correctMeshPath(light->mModel, vfs), false, nullptr, true);
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if (mObjectParts[ESM::PRT_Shield])
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), ESM::LightCommon(*light));
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), SceneUtil::LightCommon(*light));
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}
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}
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@ -1043,7 +1043,7 @@ namespace MWRender
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reserveIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1);
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if (iter->getType() == ESM::Light::sRecordId && mObjectParts[ESM::PRT_Shield])
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(),
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ESM::LightCommon(*iter->get<ESM::Light>()->mBase));
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SceneUtil::LightCommon(*iter->get<ESM::Light>()->mBase));
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}
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}
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else
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@ -61,7 +61,7 @@ add_component_dir (sceneutil
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clone attach visitor util statesetupdater controller skeleton riggeometry morphgeometry lightcontroller
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lightmanager lightutil positionattitudetransform workqueue pathgridutil waterutil writescene serialize optimizer
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actorutil detourdebugdraw navmesh agentpath shadow mwshadowtechnique recastmesh shadowsbin osgacontroller rtt
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screencapture depth color riggeometryosgaextension extradata unrefqueue
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screencapture depth color riggeometryosgaextension extradata unrefqueue lightcommon
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)
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add_component_dir (nif
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@ -1,9 +1,6 @@
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#include <components/esm/esmbridge.hpp>
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#include <components/esm3/loadcell.hpp>
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#include <components/esm3/loadligh.hpp>
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#include <components/esm4/loadcell.hpp>
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#include <components/esm4/loadligh.hpp>
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#include <components/sceneutil/util.hpp>
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namespace ESM
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{
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auto cell = std::get<const ESM::Cell*>(mVariant);
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return *cell;
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}
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LightCommon::LightCommon(const ESM::Light& light)
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: mFlicker(light.mData.mFlags & ESM::Light::Flicker)
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, mFlickerSlow(light.mData.mFlags & ESM::Light::FlickerSlow)
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, mNegative(light.mData.mFlags & ESM::Light::Negative)
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, mPulse(light.mData.mFlags & ESM::Light::Pulse)
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, mPulseSlow(light.mData.mFlags & ESM::Light::PulseSlow)
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, mOffDefault(light.mData.mFlags & ESM::Light::OffDefault)
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, mColor(SceneUtil::colourFromRGB(light.mData.mColor))
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, mRadius(light.mData.mRadius)
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{
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}
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LightCommon::LightCommon(const ESM4::Light& light)
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: mFlicker(light.mData.flags & ESM4::Light::Flicker)
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, mFlickerSlow(light.mData.flags & ESM4::Light::FlickerSlow)
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, mNegative(light.mData.flags & ESM::Light::Negative)
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, mPulse(light.mData.flags & ESM4::Light::Pulse)
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, mPulseSlow(light.mData.flags & ESM4::Light::PulseSlow)
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, mOffDefault(light.mData.flags & ESM4::Light::OffDefault)
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, mColor(SceneUtil::colourFromRGB(light.mData.colour))
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, mRadius(light.mData.radius)
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{
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}
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}
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@ -4,15 +4,12 @@
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#include <string_view>
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#include <variant>
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#include <osg/Vec4>
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#include <components/esm3/cellref.hpp>
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#include <components/esm4/loadrefr.hpp>
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namespace ESM4
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{
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struct Cell;
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struct Light;
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}
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namespace ESM
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struct Cell;
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struct CellId;
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struct RefId;
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struct Light;
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class CellVariant
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{
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@ -69,22 +65,6 @@ namespace ESM
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ESM4::Reference& getEsm4() { return std::get<ESM4::Reference>(mVariant); }
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};
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struct LightCommon
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{
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explicit LightCommon(const ESM::Light& light);
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explicit LightCommon(const ESM4::Light& light);
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bool mFlicker;
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bool mFlickerSlow;
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bool mNegative;
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bool mPulse;
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bool mPulseSlow;
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bool mOffDefault;
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osg::Vec4 mColor;
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float mRadius;
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};
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template <class F, class... T>
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auto visit(F&& f, T&&... v)
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{
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33
components/sceneutil/lightcommon.cpp
Normal file
33
components/sceneutil/lightcommon.cpp
Normal file
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#include "lightcommon.hpp"
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#include <components/esm3/loadligh.hpp>
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#include <components/esm4/loadligh.hpp>
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#include <components/sceneutil/util.hpp>
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namespace SceneUtil
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{
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LightCommon::LightCommon(const ESM::Light& light)
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: mFlicker(light.mData.mFlags & ESM::Light::Flicker)
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, mFlickerSlow(light.mData.mFlags & ESM::Light::FlickerSlow)
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, mNegative(light.mData.mFlags & ESM::Light::Negative)
|
||||
, mPulse(light.mData.mFlags & ESM::Light::Pulse)
|
||||
, mPulseSlow(light.mData.mFlags & ESM::Light::PulseSlow)
|
||||
, mOffDefault(light.mData.mFlags & ESM::Light::OffDefault)
|
||||
, mColor(SceneUtil::colourFromRGB(light.mData.mColor))
|
||||
, mRadius(light.mData.mRadius)
|
||||
|
||||
{
|
||||
}
|
||||
LightCommon::LightCommon(const ESM4::Light& light)
|
||||
: mFlicker(light.mData.flags & ESM4::Light::Flicker)
|
||||
, mFlickerSlow(light.mData.flags & ESM4::Light::FlickerSlow)
|
||||
, mNegative(light.mData.flags & ESM::Light::Negative)
|
||||
, mPulse(light.mData.flags & ESM4::Light::Pulse)
|
||||
, mPulseSlow(light.mData.flags & ESM4::Light::PulseSlow)
|
||||
, mOffDefault(light.mData.flags & ESM4::Light::OffDefault)
|
||||
, mColor(SceneUtil::colourFromRGB(light.mData.colour))
|
||||
, mRadius(light.mData.radius)
|
||||
|
||||
{
|
||||
}
|
||||
}
|
38
components/sceneutil/lightcommon.hpp
Normal file
38
components/sceneutil/lightcommon.hpp
Normal file
|
@ -0,0 +1,38 @@
|
|||
|
||||
#ifndef COMPONENTS_SCENEUTIL_LIGHTCOMMON
|
||||
#define COMPONENTS_SCENEUTIL_LIGHTCOMMON
|
||||
#include <string_view>
|
||||
#include <variant>
|
||||
|
||||
#include <osg/Vec4>
|
||||
|
||||
namespace ESM4
|
||||
{
|
||||
struct Light;
|
||||
}
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
struct Light;
|
||||
}
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
struct LightCommon
|
||||
{
|
||||
explicit LightCommon(const ESM::Light& light);
|
||||
explicit LightCommon(const ESM4::Light& light);
|
||||
|
||||
bool mFlicker;
|
||||
bool mFlickerSlow;
|
||||
bool mNegative;
|
||||
bool mPulse;
|
||||
bool mPulseSlow;
|
||||
bool mOffDefault;
|
||||
|
||||
osg::Vec4 mColor;
|
||||
float mRadius;
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
|
@ -5,9 +5,9 @@
|
|||
|
||||
#include <osgParticle/ParticleSystem>
|
||||
|
||||
#include <components/esm/esmbridge.hpp>
|
||||
#include <components/esm3/loadligh.hpp>
|
||||
#include <components/fallback/fallback.hpp>
|
||||
#include <components/sceneutil/lightcommon.hpp>
|
||||
|
||||
#include "lightcontroller.hpp"
|
||||
#include "lightmanager.hpp"
|
||||
|
@ -87,7 +87,7 @@ namespace SceneUtil
|
|||
}
|
||||
|
||||
osg::ref_ptr<LightSource> addLight(
|
||||
osg::Group* node, const ESM::LightCommon& esmLight, unsigned int lightMask, bool isExterior)
|
||||
osg::Group* node, const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior)
|
||||
{
|
||||
SceneUtil::FindByNameVisitor visitor("AttachLight");
|
||||
node->accept(visitor);
|
||||
|
@ -106,7 +106,7 @@ namespace SceneUtil
|
|||
}
|
||||
|
||||
osg::ref_ptr<LightSource> createLightSource(
|
||||
const ESM::LightCommon& esmLight, unsigned int lightMask, bool isExterior, const osg::Vec4f& ambient)
|
||||
const SceneUtil::LightCommon& 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);
|
||||
|
|
|
@ -13,12 +13,12 @@ namespace osg
|
|||
namespace ESM
|
||||
{
|
||||
struct Light;
|
||||
struct LightCommon;
|
||||
}
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
class LightSource;
|
||||
struct LightCommon;
|
||||
|
||||
/// @brief Set up global attenuation settings for an osg::Light.
|
||||
/// @param radius The radius of the light source.
|
||||
|
@ -33,14 +33,14 @@ namespace SceneUtil
|
|||
/// @param lightMask Mask to assign to the newly created LightSource.
|
||||
/// @param isExterior Is the light outside? May be used for deciding which attenuation settings to use.
|
||||
osg::ref_ptr<LightSource> addLight(
|
||||
osg::Group* node, const ESM::LightCommon& esmLight, unsigned int lightMask, bool isExterior);
|
||||
osg::Group* node, const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior);
|
||||
|
||||
/// @brief Convert an ESM::Light to a SceneUtil::LightSource, and return it.
|
||||
/// @param esmLight The light definition coming from the game files containing radius, color, flicker, etc.
|
||||
/// @param lightMask Mask to assign to the newly created LightSource.
|
||||
/// @param isExterior Is the light outside? May be used for deciding which attenuation settings to use.
|
||||
/// @param ambient Ambient component of the light.
|
||||
osg::ref_ptr<LightSource> createLightSource(const ESM::LightCommon& esmLight, unsigned int lightMask,
|
||||
osg::ref_ptr<LightSource> createLightSource(const SceneUtil::LightCommon& esmLight, unsigned int lightMask,
|
||||
bool isExterior, const osg::Vec4f& ambient = osg::Vec4f(0, 0, 0, 1));
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue