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160 lines
5 KiB
C++
160 lines
5 KiB
C++
/*
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This file is part of Caelum.
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See http://www.ogre3d.org/wiki/index.php/Caelum
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Copyright (c) 2008 Caelum team. See Contributors.txt for details.
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Caelum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published
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by the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Caelum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Caelum. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CaelumPrecompiled.h"
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#include "SkyLight.h"
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namespace Caelum
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{
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const Ogre::Real BaseSkyLight::DEFAULT_AUTO_DISABLE_THRESHOLD = 0.1;
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BaseSkyLight::BaseSkyLight (Ogre::SceneManager *sceneMgr, Ogre::SceneNode *caelumRootNode):
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mDirection(Ogre::Vector3::ZERO),
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mBodyColour(Ogre::ColourValue::White),
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mLightColour(Ogre::ColourValue::White),
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mDiffuseMultiplier(Ogre::ColourValue(1, 1, 0.9)),
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mSpecularMultiplier(Ogre::ColourValue(1, 1, 1)),
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mAmbientMultiplier(Ogre::ColourValue(0.2, 0.2, 0.2)),
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mAutoDisableLight(false),
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mAutoDisableThreshold(DEFAULT_AUTO_DISABLE_THRESHOLD),
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mForceDisableLight(false)
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{
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Ogre::String lightName = "CaelumSkyLight" + Ogre::StringConverter::toString((size_t)this);
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mMainLight = sceneMgr->createLight (lightName);
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mMainLight->setType (Ogre::Light::LT_DIRECTIONAL);
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sceneMgr->getRenderQueue()->getQueueGroup(CAELUM_RENDER_QUEUE_SUN)->setShadowsEnabled(false);
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mNode = caelumRootNode->createChildSceneNode ();
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}
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BaseSkyLight::~BaseSkyLight () {
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if (mNode) {
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static_cast<Ogre::SceneNode *>(mNode->getParent ())->removeAndDestroyChild (mNode->getName ());
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mNode = 0;
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}
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if (mMainLight) {
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mMainLight->_getManager ()->destroyLight (mMainLight);
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mMainLight = 0;
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}
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}
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void BaseSkyLight::setFarRadius (Ogre::Real radius) {
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CameraBoundElement::setFarRadius(radius);
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mRadius = radius;
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}
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void BaseSkyLight::update (
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const Ogre::Vector3& direction,
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const Ogre::ColourValue &lightColour,
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const Ogre::ColourValue &bodyColour)
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{
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setLightDirection(direction);
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setLightColour(lightColour);
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setBodyColour(bodyColour);
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}
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const Ogre::Vector3 BaseSkyLight::getLightDirection () const {
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return mDirection;
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}
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void BaseSkyLight::setLightDirection (const Ogre::Vector3 &dir) {
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mDirection = dir;
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if (mMainLight != 0) {
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mMainLight->setDirection (mNode->_getDerivedOrientation() * dir);
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}
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}
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void BaseSkyLight::setBodyColour (const Ogre::ColourValue &colour) {
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// Store this last colour
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mBodyColour = colour;
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}
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const Ogre::ColourValue BaseSkyLight::getBodyColour () const {
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return mBodyColour;
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}
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void BaseSkyLight::setLightColour (const Ogre::ColourValue &colour) {
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// Store this last colour
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mLightColour = colour;
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// Apply change
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setMainLightColour(colour);
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}
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void BaseSkyLight::setMainLightColour (const Ogre::ColourValue &colour) {
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// Set light colours.
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bool enable = shouldEnableLight (colour);
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if (enable) {
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mMainLight->setVisible(true);
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mMainLight->setDiffuseColour (colour * mDiffuseMultiplier);
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mMainLight->setSpecularColour (colour * mSpecularMultiplier);
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} else {
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mMainLight->setVisible(false);
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}
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}
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const Ogre::ColourValue BaseSkyLight::getLightColour () const {
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return mLightColour;
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}
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void BaseSkyLight::setDiffuseMultiplier (const Ogre::ColourValue &diffuse) {
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mDiffuseMultiplier = diffuse;
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}
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const Ogre::ColourValue BaseSkyLight::getDiffuseMultiplier () const {
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return mDiffuseMultiplier;
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}
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void BaseSkyLight::setSpecularMultiplier (const Ogre::ColourValue &specular) {
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mSpecularMultiplier = specular;
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}
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const Ogre::ColourValue BaseSkyLight::getSpecularMultiplier () const {
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return mSpecularMultiplier;
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}
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void BaseSkyLight::setAmbientMultiplier (const Ogre::ColourValue &ambient) {
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mAmbientMultiplier = ambient;
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}
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const Ogre::ColourValue BaseSkyLight::getAmbientMultiplier () const {
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return mAmbientMultiplier;
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}
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Ogre::Light* BaseSkyLight::getMainLight() const {
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return mMainLight;
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}
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bool BaseSkyLight::shouldEnableLight(const Ogre::ColourValue &colour) {
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if (mForceDisableLight) {
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return false;
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}
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if (mAutoDisableLight) {
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Ogre::Real sum = colour.r + colour.g + colour.b;
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return sum >= mAutoDisableThreshold;
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} else {
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return true;
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}
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}
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}
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