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			115 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "lightutil.hpp"
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| 
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| #include <osg/Light>
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| #include <osg/Group>
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| #include <osg/ComputeBoundsVisitor>
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| 
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| #include <components/esm/loadligh.hpp>
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| 
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| #include "lightmanager.hpp"
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| #include "lightcontroller.hpp"
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| #include "util.hpp"
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| #include "visitor.hpp"
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| #include "positionattitudetransform.hpp"
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| 
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| namespace SceneUtil
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| {
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| 
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|     void configureLight(osg::Light *light, float radius, bool isExterior, bool outQuadInLin, bool useQuadratic,
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|                         float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue)
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|     {
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|         bool quadratic = useQuadratic && (!outQuadInLin || isExterior);
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| 
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|         float quadraticAttenuation = 0;
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|         float linearAttenuation = 0;
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|         if (quadratic)
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|         {
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|             float r = radius * quadraticRadiusMult;
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|             quadraticAttenuation = quadraticValue / std::pow(r, 2);
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|         }
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|         if (useLinear)
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|         {
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|             float r = radius * linearRadiusMult;
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|             linearAttenuation = linearValue / r;
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|         }
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| 
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|         light->setLinearAttenuation(linearAttenuation);
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|         light->setQuadraticAttenuation(quadraticAttenuation);
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|         light->setConstantAttenuation(0.f);
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|     }
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| 
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|     void addLight (osg::Group* node, const ESM::Light* esmLight, unsigned int partsysMask, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic,
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|                    float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult,
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|                    float linearValue)
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|     {
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|         SceneUtil::FindByNameVisitor visitor("AttachLight");
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|         node->accept(visitor);
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| 
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|         osg::Group* attachTo = NULL;
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|         if (visitor.mFoundNode)
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|         {
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|             attachTo = visitor.mFoundNode;
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|         }
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|         else
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|         {
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|             osg::ComputeBoundsVisitor computeBound;
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|             computeBound.setTraversalMask(~partsysMask);
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|             // We want the bounds of all children of the node, ignoring the node's local transformation
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|             // So do a traverse(), not accept()
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|             computeBound.traverse(*node);
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| 
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|             // PositionAttitudeTransform seems to be slightly faster than MatrixTransform
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|             osg::ref_ptr<SceneUtil::PositionAttitudeTransform> trans(new SceneUtil::PositionAttitudeTransform);
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|             trans->setPosition(computeBound.getBoundingBox().center());
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| 
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|             node->addChild(trans);
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| 
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|             attachTo = trans;
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|         }
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| 
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|         osg::ref_ptr<LightSource> lightSource = createLightSource(esmLight, lightMask, isExterior, outQuadInLin, useQuadratic, quadraticValue,
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|                                                                   quadraticRadiusMult, useLinear, linearRadiusMult, linearValue);
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|         attachTo->addChild(lightSource);
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|     }
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| 
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|     osg::ref_ptr<LightSource> createLightSource(const ESM::Light* esmLight, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic, float quadraticValue,
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|                                                 float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue, 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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| 
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|         float radius = esmLight->mData.mRadius;
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|         lightSource->setRadius(radius);
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| 
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|         configureLight(light, radius, isExterior, outQuadInLin, useQuadratic, quadraticValue,
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|                                   quadraticRadiusMult, useLinear, linearRadiusMult, linearValue);
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| 
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|         osg::Vec4f diffuse = SceneUtil::colourFromRGB(esmLight->mData.mColor);
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|         if (esmLight->mData.mFlags & ESM::Light::Negative)
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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(osg::Vec4f(0,0,0,0));
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| 
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|         lightSource->setLight(light);
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| 
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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->mData.mFlags & ESM::Light::Flicker)
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|             ctrl->setType(SceneUtil::LightController::LT_Flicker);
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|         if (esmLight->mData.mFlags & ESM::Light::FlickerSlow)
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|             ctrl->setType(SceneUtil::LightController::LT_FlickerSlow);
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|         if (esmLight->mData.mFlags & ESM::Light::Pulse)
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|             ctrl->setType(SceneUtil::LightController::LT_Pulse);
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|         if (esmLight->mData.mFlags & ESM::Light::PulseSlow)
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|             ctrl->setType(SceneUtil::LightController::LT_PulseSlow);
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| 
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|         lightSource->addUpdateCallback(ctrl);
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| 
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|         return lightSource;
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|     }
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| }
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