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147 lines
5.2 KiB
C++
147 lines
5.2 KiB
C++
#include "lightutil.hpp"
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#include <osg/Group>
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#include <osg/Light>
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#include <osgParticle/ParticleSystem>
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#include <components/esm3/loadligh.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/sceneutil/lightcommon.hpp>
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#include "lightcontroller.hpp"
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#include "lightmanager.hpp"
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#include "visitor.hpp"
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namespace
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{
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class CheckEmptyLightVisitor : public osg::NodeVisitor
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{
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public:
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CheckEmptyLightVisitor()
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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{
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}
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void apply(osg::Drawable& drawable) override
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{
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if (!mEmpty)
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return;
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if (dynamic_cast<const osgParticle::ParticleSystem*>(&drawable))
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mEmpty = false;
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else
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traverse(drawable);
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}
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void apply(osg::Geometry& geometry) override { mEmpty = false; }
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bool mEmpty = true;
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};
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}
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namespace SceneUtil
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{
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void configureLight(osg::Light* light, float radius, bool isExterior)
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{
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float quadraticAttenuation = 0.f;
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float linearAttenuation = 0.f;
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float constantAttenuation = 0.f;
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static const bool useConstant = Fallback::Map::getBool("LightAttenuation_UseConstant");
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static const bool useLinear = Fallback::Map::getBool("LightAttenuation_UseLinear");
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static const bool useQuadratic = Fallback::Map::getBool("LightAttenuation_UseQuadratic");
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static const float constantValue = Fallback::Map::getFloat("LightAttenuation_ConstantValue");
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static const float linearValue = Fallback::Map::getFloat("LightAttenuation_LinearValue");
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static const float quadraticValue = Fallback::Map::getFloat("LightAttenuation_QuadraticValue");
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static const float linearRadiusMult = Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult");
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static const float quadraticRadiusMult = Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult");
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static const int linearMethod = Fallback::Map::getInt("LightAttenuation_LinearMethod");
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static const int quadraticMethod = Fallback::Map::getInt("LightAttenuation_QuadraticMethod");
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static const bool outQuadInLin = Fallback::Map::getBool("LightAttenuation_OutQuadInLin");
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if (useConstant)
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constantAttenuation = constantValue;
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if (useLinear)
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{
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linearAttenuation = linearMethod == 0 ? linearValue : 0.01f;
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float r = radius * linearRadiusMult;
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if (r && (linearMethod == 1 || linearMethod == 2))
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linearAttenuation = linearValue / std::pow(r, linearMethod);
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}
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if (useQuadratic && (!outQuadInLin || isExterior))
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{
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quadraticAttenuation = quadraticMethod == 0 ? quadraticValue : 0.01f;
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float r = radius * quadraticRadiusMult;
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if (r && (quadraticMethod == 1 || quadraticMethod == 2))
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quadraticAttenuation = quadraticValue / std::pow(r, quadraticMethod);
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}
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light->setConstantAttenuation(constantAttenuation);
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light->setLinearAttenuation(linearAttenuation);
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light->setQuadraticAttenuation(quadraticAttenuation);
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}
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osg::ref_ptr<LightSource> addLight(
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osg::Group* node, const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior)
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{
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SceneUtil::FindByNameVisitor visitor("AttachLight");
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node->accept(visitor);
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osg::Group* attachTo = visitor.mFoundNode ? visitor.mFoundNode : node;
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osg::ref_ptr<LightSource> lightSource
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= createLightSource(esmLight, lightMask, isExterior, osg::Vec4f(0, 0, 0, 1));
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attachTo->addChild(lightSource);
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CheckEmptyLightVisitor emptyVisitor;
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node->accept(emptyVisitor);
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lightSource->setEmpty(emptyVisitor.mEmpty);
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return lightSource;
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}
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osg::ref_ptr<LightSource> createLightSource(
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const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior, const osg::Vec4f& ambient)
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{
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osg::ref_ptr<SceneUtil::LightSource> lightSource(new SceneUtil::LightSource);
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osg::ref_ptr<osg::Light> light(new osg::Light);
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lightSource->setNodeMask(lightMask);
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float radius = esmLight.mRadius;
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lightSource->setRadius(radius);
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configureLight(light, radius, isExterior);
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osg::Vec4f diffuse = esmLight.mColor;
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if (esmLight.mNegative)
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{
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diffuse *= -1;
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diffuse.a() = 1;
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}
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light->setDiffuse(diffuse);
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light->setAmbient(ambient);
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light->setSpecular(diffuse); // ESM format doesn't provide specular
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lightSource->setLight(light);
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osg::ref_ptr<SceneUtil::LightController> ctrl(new SceneUtil::LightController);
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ctrl->setDiffuse(light->getDiffuse());
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if (esmLight.mFlicker)
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ctrl->setType(SceneUtil::LightController::LT_Flicker);
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if (esmLight.mFlickerSlow)
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ctrl->setType(SceneUtil::LightController::LT_FlickerSlow);
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if (esmLight.mPulse)
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ctrl->setType(SceneUtil::LightController::LT_Pulse);
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if (esmLight.mPulseSlow)
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ctrl->setType(SceneUtil::LightController::LT_PulseSlow);
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lightSource->addUpdateCallback(ctrl);
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return lightSource;
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}
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}
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