#include "lightutil.hpp" #include #include #include #include #include #include #include "lightcontroller.hpp" #include "lightmanager.hpp" #include "visitor.hpp" namespace { class CheckEmptyLightVisitor : public osg::NodeVisitor { public: CheckEmptyLightVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void apply(osg::Drawable& drawable) override { if (!mEmpty) return; if (dynamic_cast(&drawable)) mEmpty = false; else traverse(drawable); } void apply(osg::Geometry& geometry) override { mEmpty = false; } bool mEmpty = true; }; } namespace SceneUtil { void configureLight(osg::Light* light, float radius, bool isExterior) { float quadraticAttenuation = 0.f; float linearAttenuation = 0.f; float constantAttenuation = 0.f; static const bool useConstant = Fallback::Map::getBool("LightAttenuation_UseConstant"); static const bool useLinear = Fallback::Map::getBool("LightAttenuation_UseLinear"); static const bool useQuadratic = Fallback::Map::getBool("LightAttenuation_UseQuadratic"); static const float constantValue = Fallback::Map::getFloat("LightAttenuation_ConstantValue"); static const float linearValue = Fallback::Map::getFloat("LightAttenuation_LinearValue"); static const float quadraticValue = Fallback::Map::getFloat("LightAttenuation_QuadraticValue"); static const float linearRadiusMult = Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult"); static const float quadraticRadiusMult = Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult"); static const int linearMethod = Fallback::Map::getInt("LightAttenuation_LinearMethod"); static const int quadraticMethod = Fallback::Map::getInt("LightAttenuation_QuadraticMethod"); static const bool outQuadInLin = Fallback::Map::getBool("LightAttenuation_OutQuadInLin"); if (useConstant) constantAttenuation = constantValue; if (useLinear) { linearAttenuation = linearMethod == 0 ? linearValue : 0.01f; float r = radius * linearRadiusMult; if (r && (linearMethod == 1 || linearMethod == 2)) linearAttenuation = linearValue / std::pow(r, linearMethod); } if (useQuadratic && (!outQuadInLin || isExterior)) { quadraticAttenuation = quadraticMethod == 0 ? quadraticValue : 0.01f; float r = radius * quadraticRadiusMult; if (r && (quadraticMethod == 1 || quadraticMethod == 2)) quadraticAttenuation = quadraticValue / std::pow(r, quadraticMethod); } light->setConstantAttenuation(constantAttenuation); light->setLinearAttenuation(linearAttenuation); light->setQuadraticAttenuation(quadraticAttenuation); } osg::ref_ptr addLight( osg::Group* node, const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior) { SceneUtil::FindByNameVisitor visitor("AttachLight"); node->accept(visitor); osg::Group* attachTo = visitor.mFoundNode ? visitor.mFoundNode : node; osg::ref_ptr lightSource = createLightSource(esmLight, lightMask, isExterior, osg::Vec4f(0, 0, 0, 1)); attachTo->addChild(lightSource); CheckEmptyLightVisitor emptyVisitor; node->accept(emptyVisitor); lightSource->setEmpty(emptyVisitor.mEmpty); return lightSource; } osg::ref_ptr createLightSource( const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior, const osg::Vec4f& ambient) { osg::ref_ptr lightSource(new SceneUtil::LightSource); osg::ref_ptr light(new osg::Light); lightSource->setNodeMask(lightMask); float radius = esmLight.mRadius; lightSource->setRadius(radius); configureLight(light, radius, isExterior); osg::Vec4f diffuse = esmLight.mColor; if (esmLight.mNegative) { diffuse *= -1; diffuse.a() = 1; } light->setDiffuse(diffuse); light->setAmbient(ambient); light->setSpecular(diffuse); // ESM format doesn't provide specular lightSource->setLight(light); osg::ref_ptr ctrl(new SceneUtil::LightController); ctrl->setDiffuse(light->getDiffuse()); if (esmLight.mFlicker) ctrl->setType(SceneUtil::LightController::LT_Flicker); if (esmLight.mFlickerSlow) ctrl->setType(SceneUtil::LightController::LT_FlickerSlow); if (esmLight.mPulse) ctrl->setType(SceneUtil::LightController::LT_Pulse); if (esmLight.mPulseSlow) ctrl->setType(SceneUtil::LightController::LT_PulseSlow); lightSource->addUpdateCallback(ctrl); return lightSource; } }