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/*
This file is part of Caelum.
See http://www.ogre3d.org/wiki/index.php/Caelum
Copyright (c) 2006-2007 Caelum team. See Contributors.txt for details.
Caelum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Caelum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Caelum. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CaelumPrecompiled.h"
#include "Sun.h"
#include "InternalUtilities.h"
namespace Caelum
{
const Ogre::String SphereSun::SUN_MATERIAL_NAME = "CaelumSphereSun";
SphereSun::SphereSun
(
Ogre::SceneManager *sceneMgr,
Ogre::SceneNode *caelumRootNode,
const Ogre::String &meshName
):
BaseSkyLight(sceneMgr, caelumRootNode)
{
Ogre::String uniqueSuffix = "/" + InternalUtilities::pointerToString (this);
mSunMaterial.reset (InternalUtilities::checkLoadMaterialClone (SUN_MATERIAL_NAME, SUN_MATERIAL_NAME + uniqueSuffix));
mSunEntity.reset (sceneMgr->createEntity ("Caelum/SphereSun" + uniqueSuffix, meshName));
mSunEntity->setMaterialName (mSunMaterial->getName ());
mSunEntity->setCastShadows (false);
mSunEntity->setRenderQueueGroup (CAELUM_RENDER_QUEUE_SUN);
mNode->attachObject (mSunEntity.get ());
}
SphereSun::~SphereSun () { }
void SphereSun::setBodyColour (const Ogre::ColourValue &colour) {
BaseSkyLight::setBodyColour(colour);
// Set sun material colour.
mSunMaterial->setSelfIllumination (colour);
}
void SphereSun::notifyCameraChanged (Ogre::Camera *cam) {
// This calls setFarRadius
CameraBoundElement::notifyCameraChanged(cam);
// Set sun position.
Ogre::Real sunDistance = mRadius - mRadius * Ogre::Math::Tan (Ogre::Degree (0.01));
mNode->setPosition(-mDirection * sunDistance);
// Set sun scaling in [1.6(6) ~ 2.0] range.
float factor = 2 - mBodyColour.b / 3;
float scale = factor * sunDistance * Ogre::Math::Tan (Ogre::Degree (0.01));
mNode->setScale (Ogre::Vector3::UNIT_SCALE * scale);
}
const Ogre::String SpriteSun::SUN_MATERIAL_NAME = "CaelumSpriteSun";
SpriteSun::SpriteSun (
Ogre::SceneManager *sceneMgr,
Ogre::SceneNode *caelumRootNode,
const Ogre::String &sunTextureName,
const Ogre::Degree& sunTextureAngularSize
):
BaseSkyLight(sceneMgr, caelumRootNode),
mSunTextureAngularSize(sunTextureAngularSize)
{
Ogre::String uniqueSuffix = "/" + InternalUtilities::pointerToString (this);
mSunMaterial.reset (InternalUtilities::checkLoadMaterialClone (SUN_MATERIAL_NAME, SUN_MATERIAL_NAME + uniqueSuffix));
setSunTexture (sunTextureName);
mSunBillboardSet.reset (sceneMgr->createBillboardSet ("Caelum/SpriteSun" + uniqueSuffix, 2));
mSunBillboardSet->setMaterialName (mSunMaterial->getName());
mSunBillboardSet->setCastShadows (false);
mSunBillboardSet->setRenderQueueGroup (CAELUM_RENDER_QUEUE_SUN);
mSunBillboardSet->setDefaultDimensions (1.0f, 1.0f);
mSunBillboardSet->createBillboard (Ogre::Vector3::ZERO);
mNode->attachObject (mSunBillboardSet.get ());
}
SpriteSun::~SpriteSun () { }
void SpriteSun::setBodyColour (const Ogre::ColourValue &colour) {
BaseSkyLight::setBodyColour (colour);
// Set sun material colour.
mSunBillboardSet->getBillboard (0)->setColour (colour);
}
void SpriteSun::setSunTexture (const Ogre::String &textureName) {
// Update the sun material
assert(mSunMaterial->getBestTechnique ());
assert(mSunMaterial->getBestTechnique ()->getPass (0));
assert(mSunMaterial->getBestTechnique ()->getPass (0)->getTextureUnitState (0));
mSunMaterial->getBestTechnique ()->getPass (0)->getTextureUnitState (0)->setTextureName (textureName);
}
void SpriteSun::setSunTextureAngularSize(const Ogre::Degree& sunTextureAngularSize){
mSunTextureAngularSize = sunTextureAngularSize;
}
void SpriteSun::notifyCameraChanged (Ogre::Camera *cam) {
// This calls setFarRadius
BaseSkyLight::notifyCameraChanged(cam);
// Set sun position.
Ogre::Real sunDistance = mRadius - mRadius * Ogre::Math::Tan(mSunTextureAngularSize);
mNode->setPosition (-mDirection * sunDistance);
// Set sun scaling in [1.0 ~ 1.2] range
float factor = 1.2f - mBodyColour.b * 0.2f;
float scale = factor * sunDistance * Ogre::Math::Tan(mSunTextureAngularSize);
mNode->setScale (Ogre::Vector3::UNIT_SCALE * scale);
}
}