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Implemented retrieval of effect colors for lights, made recommended changes
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e1deb8b1d4
commit
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2 changed files with 32 additions and 7 deletions
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@ -2,8 +2,6 @@
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#include <iomanip>
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#include <osg/Light>
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#include <osg/LightSource>
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#include <osg/PositionAttitudeTransform>
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#include <components/esm/esmwriter.hpp>
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@ -138,7 +136,7 @@ namespace MWWorld
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};
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void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool isMagic, std::string texture)
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void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture)
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{
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state.mNode = new osg::PositionAttitudeTransform;
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state.mNode->setNodeMask(MWRender::Mask_Effect);
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@ -169,13 +167,40 @@ namespace MWWorld
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mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode);
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}
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if (isMagic)
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if (createLight)
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{
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// Combine colors of individual effects
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osg::Vec4 lightDiffuseColor;
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if (state.mIdMagic.size() > 0)
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{
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float lightDiffuseRed = 0.0f;
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float lightDiffuseGreen = 0.0f;
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float lightDiffuseBlue = 0.0f;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = ((MagicBoltState&)state).mEffects.mList.begin(); it != ((MagicBoltState&)state).mEffects.mList.end(); ++it)
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{
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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lightDiffuseRed += ((float) magicEffect->mData.mRed / 255.f);
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lightDiffuseGreen += ((float) magicEffect->mData.mGreen / 255.f);
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lightDiffuseBlue += ((float) magicEffect->mData.mBlue / 255.f);
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}
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int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
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lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
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, lightDiffuseGreen / numberOfEffects
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, lightDiffuseBlue / numberOfEffects
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, 1.0f);
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printf("%f, %f, %f", (lightDiffuseRed / numberOfEffects), (lightDiffuseGreen / numberOfEffects), (lightDiffuseBlue / numberOfEffects));
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}
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else
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{
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lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
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}
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// Add magic bolt light
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osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
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projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
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projectileLight->setDiffuse(osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f));
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projectileLight->setSpecular(osg::Vec4(30.0f, 30.0f, 30.0f, 1.0f));
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projectileLight->setDiffuse(lightDiffuseColor);
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projectileLight->setSpecular(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f));
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projectileLight->setConstantAttenuation(0.f);
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projectileLight->setLinearAttenuation(0.1f);
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projectileLight->setQuadraticAttenuation(0.f);
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@ -122,7 +122,7 @@ namespace MWWorld
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void moveProjectiles(float dt);
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void moveMagicBolts(float dt);
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void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool isMagic, std::string texture = "");
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void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture = "");
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void update (State& state, float duration);
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void operator=(const ProjectileManager&);
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