forked from mirror/openmw-tes3mp
Make non-actors glow when they cast spells
This commit is contained in:
parent
dca7b4beb7
commit
3841a8fb40
4 changed files with 93 additions and 10 deletions
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@ -1531,10 +1531,11 @@ void CharacterController::update(float duration)
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osg::Vec3f movement(0.f, 0.f, 0.f);
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osg::Vec3f movement(0.f, 0.f, 0.f);
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float speed = 0.f;
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float speed = 0.f;
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updateMagicEffects();
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if(!cls.isActor())
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if(!cls.isActor())
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{
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{
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updateMagicEffects();
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mPtr);
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animation->updateSpellGlow(duration);
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if(mAnimQueue.size() > 1)
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if(mAnimQueue.size() > 1)
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{
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{
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if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
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if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
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@ -943,6 +943,8 @@ namespace MWMechanics
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const ESM::MagicEffect *effect;
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a visual casting effect
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a visual casting effect
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{
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{
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const ESM::Static* castStatic;
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const ESM::Static* castStatic;
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@ -951,8 +953,17 @@ namespace MWMechanics
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else
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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MWBase::Environment::get().getWorld()->getAnimation(mCaster)->addEffect(
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animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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"meshes\\" + castStatic->mModel, effect->mIndex);
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}
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if (!mCaster.getClass().isActor())
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{
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osg::Vec4f glowcolor(1,1,1,1);
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glowcolor.x() = effect->mData.mRed / 255.f;
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glowcolor.y() = effect->mData.mGreen / 255.f;
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glowcolor.z() = effect->mData.mBlue / 255.f;
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animation->addSpellCastGlow(glowcolor);
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}
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}
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static const std::string schools[] = {
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static const std::string schools[] = {
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@ -38,6 +38,7 @@
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority
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#include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority
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@ -89,10 +90,11 @@ namespace
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class GlowUpdater : public SceneUtil::StateSetUpdater
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class GlowUpdater : public SceneUtil::StateSetUpdater
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{
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{
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public:
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public:
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GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures)
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GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures, bool hasDuration)
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: mTexUnit(texUnit)
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: mTexUnit(texUnit)
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, mColor(color)
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, mColor(color)
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, mTextures(textures)
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, mTextures(textures)
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, mHasDuration(hasDuration)
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{
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{
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}
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}
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@ -122,10 +124,26 @@ namespace
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stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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}
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bool const getHasDuration()
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{
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return mHasDuration;
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}
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std::vector<osg::ref_ptr<osg::Texture2D> > const getTextures()
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{
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return mTextures;
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}
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int const getTexUnit()
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{
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return mTexUnit;
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}
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private:
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private:
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int mTexUnit;
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int mTexUnit;
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osg::Vec4f mColor;
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osg::Vec4f mColor;
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std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
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std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
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bool mHasDuration;
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};
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};
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class NodeMapVisitor : public osg::NodeVisitor
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class NodeMapVisitor : public osg::NodeVisitor
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@ -340,6 +358,7 @@ namespace MWRender
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, mHeadYawRadians(0.f)
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, mHeadYawRadians(0.f)
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, mHeadPitchRadians(0.f)
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, mHeadPitchRadians(0.f)
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, mAlpha(1.f)
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, mAlpha(1.f)
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, mSpellGlowDuration(0.f)
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{
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{
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for(size_t i = 0;i < sNumBlendMasks;i++)
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for(size_t i = 0;i < sNumBlendMasks;i++)
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mAnimationTimePtr[i].reset(new AnimationTime);
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mAnimationTimePtr[i].reset(new AnimationTime);
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@ -1106,7 +1125,44 @@ namespace MWRender
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int mLowestUnusedTexUnit;
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int mLowestUnusedTexUnit;
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};
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};
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void Animation::addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor)
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void Animation::addSpellCastGlow(osg::Vec4f glowColor){
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addGlow(mObjectRoot, glowColor, true);
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MWBase::Environment::get().getMechanicsManager()->add(mPtr);
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}
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void Animation::updateSpellGlow(float duration){
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if (mGlowUpdater != NULL && (mGlowUpdater->getHasDuration()))
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mSpellGlowDuration += duration;
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if (mSpellGlowDuration >= 1.5f) // length of spell glow effect was measured from original game as around 1.5 seconds
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removeSpellGlow();
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}
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void Animation::removeSpellGlow()
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{
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osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
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if (!mObjectRoot->getStateSet())
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writableStateSet = mObjectRoot->getOrCreateStateSet();
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else
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writableStateSet = osg::clone(mObjectRoot->getStateSet(), osg::CopyOp::SHALLOW_COPY);
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std::vector<osg::ref_ptr<osg::Texture2D> > Textures = mGlowUpdater->getTextures();
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int TexUnit = mGlowUpdater->getTexUnit();
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mObjectRoot->removeUpdateCallback(mGlowUpdater);
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mGlowUpdater = NULL;
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for (size_t index = 0; index < Textures.size(); index++)
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{
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writableStateSet->setTextureAttribute(TexUnit, Textures[index], osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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writableStateSet->removeTextureAttribute(TexUnit, Textures[index]);
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}
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mObjectRoot->setStateSet(writableStateSet);
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writableStateSet->removeUniform(mUniform);
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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mSpellGlowDuration = 0.f;
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}
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void Animation::addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, bool hasDuration)
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{
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{
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std::vector<osg::ref_ptr<osg::Texture2D> > textures;
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std::vector<osg::ref_ptr<osg::Texture2D> > textures;
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for (int i=0; i<32; ++i)
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for (int i=0; i<32; ++i)
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@ -1130,8 +1186,9 @@ namespace MWRender
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FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
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FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
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node->accept(findLowestUnusedTexUnitVisitor);
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node->accept(findLowestUnusedTexUnitVisitor);
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int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
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int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
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osg::ref_ptr<GlowUpdater> glowupdater (new GlowUpdater(texUnit, glowColor, textures));
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mGlowUpdater = new GlowUpdater(texUnit, glowColor, textures, hasDuration);
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node->addUpdateCallback(glowupdater);
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//osg::ref_ptr<GlowUpdater> glowupdater (new GlowUpdater(texUnit, glowColor, textures));
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node->addUpdateCallback(mGlowUpdater);
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// set a texture now so that the ShaderVisitor can find it
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// set a texture now so that the ShaderVisitor can find it
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osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
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osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
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@ -1143,7 +1200,8 @@ namespace MWRender
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node->setStateSet(writableStateSet);
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node->setStateSet(writableStateSet);
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}
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}
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writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
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writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
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writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
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mUniform = new osg::Uniform("envMapColor", glowColor);
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writableStateSet->addUniform(mUniform);
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mResourceSystem->getSceneManager()->recreateShaders(node);
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mResourceSystem->getSceneManager()->recreateShaders(node);
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}
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}
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@ -5,6 +5,11 @@
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#include <components/sceneutil/controller.hpp>
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#include <components/sceneutil/controller.hpp>
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namespace
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{
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class GlowUpdater;
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}
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namespace ESM
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namespace ESM
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{
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{
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struct Light;
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struct Light;
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@ -263,6 +268,10 @@ protected:
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osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
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osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
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float mAlpha;
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float mAlpha;
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float mSpellGlowDuration;
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osg::ref_ptr<GlowUpdater> mGlowUpdater;
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osg::Uniform* mUniform;
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const NodeMap& getNodeMap() const;
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const NodeMap& getNodeMap() const;
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@ -317,7 +326,7 @@ protected:
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osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const;
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osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const;
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void addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor);
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void addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, bool hasDuration = false);
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/// Set the render bin for this animation's object root. May be customized by subclasses.
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/// Set the render bin for this animation's object root. May be customized by subclasses.
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virtual void setRenderBin();
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virtual void setRenderBin();
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@ -351,6 +360,10 @@ public:
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void removeEffect (int effectId);
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void removeEffect (int effectId);
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void getLoopingEffects (std::vector<int>& out) const;
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void getLoopingEffects (std::vector<int>& out) const;
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void addSpellCastGlow(osg::Vec4f glowColor);
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void updateSpellGlow(float duration);
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void removeSpellGlow();
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virtual void updatePtr(const MWWorld::Ptr &ptr);
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virtual void updatePtr(const MWWorld::Ptr &ptr);
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bool hasAnimation(const std::string &anim) const;
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bool hasAnimation(const std::string &anim) const;
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