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			159 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
	
		
			5.9 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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        // User file might provide nonsense values
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        // Clamp these settings to prevent badness (e.g. illegal OpenGL calls)
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        static const float constantValue = std::max(Fallback::Map::getFloat("LightAttenuation_ConstantValue"), 0.f);
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        static const float linearValue = std::max(Fallback::Map::getFloat("LightAttenuation_LinearValue"), 0.f);
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        static const float quadraticValue = std::max(Fallback::Map::getFloat("LightAttenuation_QuadraticValue"), 0.f);
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        static const float linearRadiusMult
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            = std::max(Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult"), 0.f);
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        static const float quadraticRadiusMult
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            = std::max(Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult"), 0.f);
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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 > 0.f && (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 > 0.f && (quadraticMethod == 1 || quadraticMethod == 2))
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                quadraticAttenuation = quadraticValue / std::pow(r, quadraticMethod);
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        }
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        // If the values are still nonsense, try to at least prevent UB and disable attenuation
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        if (constantAttenuation == 0.f && linearAttenuation == 0.f && quadraticAttenuation == 0.f)
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            constantAttenuation = 1.f;
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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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        // The minimum scene light radius is 16 in Morrowind
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        const float radius = std::max(esmLight.mRadius, 16.f);
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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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        osg::Vec4f specular = esmLight.mColor; // ESM format doesn't provide specular
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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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            // Using specular lighting for negative lights is unreasonable
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            specular = osg::Vec4f();
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        }
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        light->setDiffuse(diffuse);
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        light->setAmbient(ambient);
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        light->setSpecular(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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        ctrl->setSpecular(light->getSpecular());
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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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