Move part of addGlow() to addSpellCastGlow()

pull/1001/head
Allofich 9 years ago
parent 1c76c93ed8
commit 83b715734f

@ -1199,66 +1199,62 @@ namespace MWRender
glowColor.y() = effect->mData.mGreen / 255.f;
glowColor.z() = effect->mData.mBlue / 255.f;
if (!mGlowUpdater) // If there is no glow on object
addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from original engine as about 1.5 seconds
if (!mGlowUpdater || (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true)))
{
if (mGlowUpdater && mGlowUpdater->isDone())
mObjectRoot->removeUpdateCallback(mGlowUpdater);
else if (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))
addGlow(mObjectRoot, glowColor, 1.5);
if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater())
{
mGlowUpdater->setColor(glowColor);
mGlowUpdater->setDuration(1.5); // Glow length measured from original engine as about 1.5 seconds
}
else
addGlow(mObjectRoot, glowColor, 1.5);
}
}
void Animation::addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, float glowDuration)
{
if (mGlowUpdater && mGlowUpdater->isDone())
node->removeUpdateCallback(mGlowUpdater);
{
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
for (int i=0; i<32; ++i)
{
std::stringstream stream;
stream << "textures/magicitem/caust";
stream << std::setw(2);
stream << std::setfill('0');
stream << i;
stream << ".dds";
osg::ref_ptr<osg::Image> image = mResourceSystem->getImageManager()->getImage(stream.str());
osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(image));
tex->setName("envMap");
tex->setWrap(osg::Texture::WRAP_S, osg::Texture2D::REPEAT);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
mResourceSystem->getSceneManager()->applyFilterSettings(tex);
textures.push_back(tex);
}
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
node->accept(findLowestUnusedTexUnitVisitor);
int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater())
{
mGlowUpdater->setColor(glowColor);
mGlowUpdater->setDuration(glowDuration);
}
else
{
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
for (int i=0; i<32; ++i)
{
std::stringstream stream;
stream << "textures/magicitem/caust";
stream << std::setw(2);
stream << std::setfill('0');
stream << i;
stream << ".dds";
osg::ref_ptr<osg::Image> image = mResourceSystem->getImageManager()->getImage(stream.str());
osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(image));
tex->setName("envMap");
tex->setWrap(osg::Texture::WRAP_S, osg::Texture2D::REPEAT);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
mResourceSystem->getSceneManager()->applyFilterSettings(tex);
textures.push_back(tex);
}
osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, mResourceSystem);
mGlowUpdater = glowUpdater;
node->addUpdateCallback(glowUpdater);
osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, mResourceSystem);
mGlowUpdater = glowUpdater;
node->addUpdateCallback(glowUpdater);
// set a texture now so that the ShaderVisitor can find it
osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
if (!node->getStateSet())
writableStateSet = node->getOrCreateStateSet();
else
{
writableStateSet = osg::clone(node->getStateSet(), osg::CopyOp::SHALLOW_COPY);
node->setStateSet(writableStateSet);
}
writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
mResourceSystem->getSceneManager()->recreateShaders(node);
// set a texture now so that the ShaderVisitor can find it
osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
if (!node->getStateSet())
writableStateSet = node->getOrCreateStateSet();
else
{
writableStateSet = osg::clone(node->getStateSet(), osg::CopyOp::SHALLOW_COPY);
node->setStateSet(writableStateSet);
}
writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
mResourceSystem->getSceneManager()->recreateShaders(node);
}
// TODO: Should not be here

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