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110 lines
3.9 KiB
C++
110 lines
3.9 KiB
C++
#include "lightutil.hpp"
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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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#include <components/esm/loadligh.hpp>
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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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namespace SceneUtil
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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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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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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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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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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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// 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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node->addChild(trans);
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attachTo = trans;
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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->mData.mRadius;
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lightSource->setRadius(radius);
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configureLight(light, radius, isExterior, outQuadInLin, useQuadratic, quadraticValue,
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quadraticRadiusMult, useLinear, linearRadiusMult, linearValue);
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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(osg::Vec4f(0,0,0,1));
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light->setSpecular(osg::Vec4f(0,0,0,0));
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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->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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lightSource->addUpdateCallback(ctrl);
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attachTo->addChild(lightSource);
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}
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}
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