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#include "lightutil.hpp"
#include <osg/Group>
#include <osg/Light>
#include <osgParticle/ParticleSystem>
#include <components/esm3/loadligh.hpp>
#include <components/fallback/fallback.hpp>
#include <components/sceneutil/lightcommon.hpp>
#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<const osgParticle::ParticleSystem*>(&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");
// User file might provide nonsense values
// Clamp these settings to prevent badness (e.g. illegal OpenGL calls)
static const float constantValue = std::max(Fallback::Map::getFloat("LightAttenuation_ConstantValue"), 0.f);
static const float linearValue = std::max(Fallback::Map::getFloat("LightAttenuation_LinearValue"), 0.f);
static const float quadraticValue = std::max(Fallback::Map::getFloat("LightAttenuation_QuadraticValue"), 0.f);
static const float linearRadiusMult
= std::max(Fallback::Map::getFloat("LightAttenuation_LinearRadiusMult"), 0.f);
static const float quadraticRadiusMult
= std::max(Fallback::Map::getFloat("LightAttenuation_QuadraticRadiusMult"), 0.f);
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 > 0.f && (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 > 0.f && (quadraticMethod == 1 || quadraticMethod == 2))
quadraticAttenuation = quadraticValue / std::pow(r, quadraticMethod);
}
// If the values are still nonsense, try to at least prevent UB and disable attenuation
if (constantAttenuation == 0.f && linearAttenuation == 0.f && quadraticAttenuation == 0.f)
constantAttenuation = 1.f;
light->setConstantAttenuation(constantAttenuation);
light->setLinearAttenuation(linearAttenuation);
light->setQuadraticAttenuation(quadraticAttenuation);
}
osg::ref_ptr<LightSource> 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> 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<LightSource> createLightSource(
const SceneUtil::LightCommon& esmLight, unsigned int lightMask, bool isExterior, const osg::Vec4f& ambient)
{
osg::ref_ptr<SceneUtil::LightSource> lightSource(new SceneUtil::LightSource);
osg::ref_ptr<osg::Light> light(new osg::Light);
lightSource->setNodeMask(lightMask);
// The minimum scene light radius is 16 in Morrowind
const float radius = std::max(esmLight.mRadius, 16.f);
lightSource->setRadius(radius);
configureLight(light, radius, isExterior);
osg::Vec4f diffuse = esmLight.mColor;
osg::Vec4f specular = esmLight.mColor; // ESM format doesn't provide specular
if (esmLight.mNegative)
{
diffuse *= -1;
diffuse.a() = 1;
// Using specular lighting for negative lights is unreasonable
specular = osg::Vec4f();
}
light->setDiffuse(diffuse);
light->setAmbient(ambient);
light->setSpecular(specular);
lightSource->setLight(light);
osg::ref_ptr<SceneUtil::LightController> ctrl(new SceneUtil::LightController);
ctrl->setDiffuse(light->getDiffuse());
ctrl->setSpecular(light->getSpecular());
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;
}
}
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