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Implemented retrieval of effect colors for lights, made recommended changes

This commit is contained in:
mrohrlach 2016-12-04 16:11:21 -07:00
parent e1deb8b1d4
commit ef5cf76ad8
2 changed files with 32 additions and 7 deletions

View file

@ -2,8 +2,6 @@
#include <iomanip>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/PositionAttitudeTransform>
#include <components/esm/esmwriter.hpp>
@ -138,7 +136,7 @@ namespace MWWorld
};
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool isMagic, std::string texture)
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture)
{
state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect);
@ -169,13 +167,40 @@ namespace MWWorld
mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode);
}
if (isMagic)
if (createLight)
{
// Combine colors of individual effects
osg::Vec4 lightDiffuseColor;
if (state.mIdMagic.size() > 0)
{
float lightDiffuseRed = 0.0f;
float lightDiffuseGreen = 0.0f;
float lightDiffuseBlue = 0.0f;
for (std::vector<ESM::ENAMstruct>::const_iterator it = ((MagicBoltState&)state).mEffects.mList.begin(); it != ((MagicBoltState&)state).mEffects.mList.end(); ++it)
{
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
it->mEffectID);
lightDiffuseRed += ((float) magicEffect->mData.mRed / 255.f);
lightDiffuseGreen += ((float) magicEffect->mData.mGreen / 255.f);
lightDiffuseBlue += ((float) magicEffect->mData.mBlue / 255.f);
}
int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
, lightDiffuseGreen / numberOfEffects
, lightDiffuseBlue / numberOfEffects
, 1.0f);
printf("%f, %f, %f", (lightDiffuseRed / numberOfEffects), (lightDiffuseGreen / numberOfEffects), (lightDiffuseBlue / numberOfEffects));
}
else
{
lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
}
// Add magic bolt light
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
projectileLight->setDiffuse(osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f));
projectileLight->setSpecular(osg::Vec4(30.0f, 30.0f, 30.0f, 1.0f));
projectileLight->setDiffuse(lightDiffuseColor);
projectileLight->setSpecular(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f));
projectileLight->setConstantAttenuation(0.f);
projectileLight->setLinearAttenuation(0.1f);
projectileLight->setQuadraticAttenuation(0.f);

View file

@ -122,7 +122,7 @@ namespace MWWorld
void moveProjectiles(float dt);
void moveMagicBolts(float dt);
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool isMagic, std::string texture = "");
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture = "");
void update (State& state, float duration);
void operator=(const ProjectileManager&);