mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 13:26:44 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			48 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
	
		
			2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_LIGHTUTIL_H
 | 
						|
#define OPENMW_COMPONENTS_LIGHTUTIL_H
 | 
						|
 | 
						|
#include <osg/Vec4f>
 | 
						|
#include <osg/ref_ptr>
 | 
						|
 | 
						|
namespace osg
 | 
						|
{
 | 
						|
    class Group;
 | 
						|
    class Light;
 | 
						|
}
 | 
						|
 | 
						|
namespace ESM
 | 
						|
{
 | 
						|
    struct Light;
 | 
						|
}
 | 
						|
 | 
						|
namespace SceneUtil
 | 
						|
{
 | 
						|
    class LightSource;
 | 
						|
    struct LightCommon;
 | 
						|
 | 
						|
    /// @brief Set up global attenuation settings for an osg::Light.
 | 
						|
    /// @param radius The radius of the light source.
 | 
						|
    /// @param isExterior Is the light outside? May be used for deciding which attenuation settings to use.
 | 
						|
    void configureLight(osg::Light* light, float radius, bool isExterior);
 | 
						|
 | 
						|
    /// @brief Convert an ESM::Light to a SceneUtil::LightSource, and add it to a sub graph.
 | 
						|
    /// @note If the sub graph contains a node named "AttachLight" (case insensitive), then the light is added to that.
 | 
						|
    /// Otherwise, the light is attached directly to the root node of the subgraph.
 | 
						|
    /// @param node The sub graph to add a light to
 | 
						|
    /// @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.
 | 
						|
    osg::ref_ptr<LightSource> addLight(
 | 
						|
        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 SceneUtil::LightCommon& esmLight, unsigned int lightMask,
 | 
						|
        bool isExterior, const osg::Vec4f& ambient = osg::Vec4f(0, 0, 0, 1));
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
#endif
 |