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