Merge pull request #1151 from Aussiemon/projectilelightsfix

Update to implementation of projectile lights
coverity_scan^2
scrawl 8 years ago committed by GitHub
commit 8bdd5d1131

@ -93,6 +93,31 @@ namespace
}
return projectileEffects;
}
osg::Vec4 getMagicBoltLightDiffuseColor(const ESM::EffectList& effects)
{
// Calculate combined light diffuse color from magical effects
osg::Vec4 lightDiffuseColor;
float lightDiffuseRed = 0.0f;
float lightDiffuseGreen = 0.0f;
float lightDiffuseBlue = 0.0f;
for (std::vector<ESM::ENAMstruct>::const_iterator iter(effects.mList.begin());
iter != effects.mList.end(); ++iter)
{
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
iter->mEffectID);
lightDiffuseRed += (static_cast<float>(magicEffect->mData.mRed) / 255.f);
lightDiffuseGreen += (static_cast<float>(magicEffect->mData.mGreen) / 255.f);
lightDiffuseBlue += (static_cast<float>(magicEffect->mData.mBlue) / 255.f);
}
int numberOfEffects = effects.mList.size();
lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
, lightDiffuseGreen / numberOfEffects
, lightDiffuseBlue / numberOfEffects
, 1.0f);
return lightDiffuseColor;
}
}
namespace MWWorld
@ -136,7 +161,8 @@ namespace MWWorld
};
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture)
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient,
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture)
{
state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect);
@ -169,34 +195,6 @@ namespace MWWorld
if (createLight)
{
// Case: magical effects (combine colors of individual effects)
osg::Vec4 lightDiffuseColor;
if (state.mIdMagic.size() > 0)
{
float lightDiffuseRed = 0.0f;
float lightDiffuseGreen = 0.0f;
float lightDiffuseBlue = 0.0f;
for (std::vector<ESM::ENAMstruct>::const_iterator it = ((MagicBoltState&)state).mEffects.mList.begin(); it != ((MagicBoltState&)state).mEffects.mList.end(); ++it)
{
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
it->mEffectID);
lightDiffuseRed += ((float) magicEffect->mData.mRed / 255.f);
lightDiffuseGreen += ((float) magicEffect->mData.mGreen / 255.f);
lightDiffuseBlue += ((float) magicEffect->mData.mBlue / 255.f);
}
int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
, lightDiffuseGreen / numberOfEffects
, lightDiffuseBlue / numberOfEffects
, 1.0f);
}
else
{
// Case: no magical effects, but still creating light
lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
}
// Add light
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
projectileLight->setDiffuse(lightDiffuseColor);
@ -206,12 +204,10 @@ namespace MWWorld
projectileLight->setQuadraticAttenuation(0.f);
projectileLight->setPosition(osg::Vec4(pos, 1.0));
// Add light source
SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
projectileLightSource->setRadius(66.f);
// Attach to scene node
state.mNode->addChild(projectileLightSource);
projectileLightSource->setLight(projectileLight);
}
@ -278,7 +274,8 @@ namespace MWWorld
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
MWWorld::Ptr ptr = ref.getPtr();
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, texture);
osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(effects);
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, lightDiffuseColor, texture);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
for (size_t it = 0; it != state.mSoundIds.size(); it++)
@ -302,7 +299,7 @@ namespace MWWorld
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
MWWorld::Ptr ptr = ref.getPtr();
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false);
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false, osg::Vec4(0,0,0,0));
mProjectiles.push_back(state);
}
@ -532,7 +529,7 @@ namespace MWWorld
return true;
}
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false);
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false, osg::Vec4(0,0,0,0));
mProjectiles.push_back(state);
return true;
@ -567,7 +564,8 @@ namespace MWWorld
return true;
}
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, texture);
osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(esm.mEffects);
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

@ -122,7 +122,8 @@ namespace MWWorld
void moveProjectiles(float dt);
void moveMagicBolts(float dt);
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture = "");
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient,
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture = "");
void update (State& state, float duration);
void operator=(const ProjectileManager&);

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