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Merge branch 'restoringthelightfacingthedark' into 'master'
Lighting fixes, non-exciting part See merge request OpenMW/openmw!4126
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commit
16572109fc
@ -41,6 +41,7 @@ namespace SceneUtil
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if (mType == LT_Normal)
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{
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light->setDiffuse(mDiffuseColor);
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light->setSpecular(mSpecularColor);
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traverse(node, nv);
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return;
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}
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@ -65,10 +66,10 @@ namespace SceneUtil
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mPhase = mPhase <= 0.5f ? 1.f : 0.25f;
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}
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osg::Vec4f result = mDiffuseColor * mBrightness * node->getActorFade();
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const float result = mBrightness * node->getActorFade();
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light->setDiffuse(result);
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light->setSpecular(result);
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light->setDiffuse(mDiffuseColor * result);
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light->setSpecular(mSpecularColor * result);
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traverse(node, nv);
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}
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@ -78,4 +79,9 @@ namespace SceneUtil
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mDiffuseColor = color;
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}
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void LightController::setSpecular(const osg::Vec4f& color)
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{
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mSpecularColor = color;
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}
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}
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@ -27,12 +27,14 @@ namespace SceneUtil
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void setType(LightType type);
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void setDiffuse(const osg::Vec4f& color);
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void setSpecular(const osg::Vec4f& color);
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void operator()(SceneUtil::LightSource* node, osg::NodeVisitor* nv);
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private:
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LightType mType;
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osg::Vec4f mDiffuseColor;
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osg::Vec4f mSpecularColor;
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float mPhase;
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float mBrightness;
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double mStartTime;
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@ -1160,6 +1160,7 @@ namespace SceneUtil
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auto* light = transform.mLightSource->getLight(frameNum);
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light->setDiffuse(light->getDiffuse() * fade);
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light->setSpecular(light->getSpecular() * fade);
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transform.mLightSource->setLastAppliedFrame(frameNum);
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}
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@ -52,11 +52,15 @@ namespace SceneUtil
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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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static const float constantValue = Fallback::Map::getFloat("LightAttenuation_ConstantValue");
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static const float linearValue = Fallback::Map::getFloat("LightAttenuation_LinearValue");
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static const float quadraticValue = Fallback::Map::getFloat("LightAttenuation_QuadraticValue");
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static const float linearRadiusMult = Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult");
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static const float quadraticRadiusMult = Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult");
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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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@ -68,7 +72,7 @@ namespace SceneUtil
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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 && (linearMethod == 1 || linearMethod == 2))
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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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@ -76,10 +80,14 @@ namespace SceneUtil
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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 && (quadraticMethod == 1 || quadraticMethod == 2))
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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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@ -117,19 +125,23 @@ namespace SceneUtil
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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(diffuse); // ESM format doesn't provide specular
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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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@ -106,8 +106,6 @@ float lcalcRadius(int lightIndex)
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float lcalcIllumination(int lightIndex, float dist)
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{
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float illumination = 1.0 / (lcalcConstantAttenuation(lightIndex) + lcalcLinearAttenuation(lightIndex) * dist + lcalcQuadraticAttenuation(lightIndex) * dist * dist);
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// FIXME: FFP doesn't do this
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illumination = clamp(illumination, 0.0, 1.0);
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#if @lightingMethodPerObjectUniform || @lightingMethodUBO
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// Fade illumination between the radius and the radius doubled to diminish pop-in
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illumination *= 1.0 - quickstep((dist / lcalcRadius(lightIndex)) - 1.0);
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