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OpenMW is an open implementation of the Morrowind engine
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2.3 kB · 82 lines
C++
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283#include "effect.hpp"
#include "node.hpp"#include "texture.hpp"
namespace Nif{
void NiDynamicEffect::read(NIFStream* nif) { NiAVObject::read(nif);
if (nif->getVersion() > NIFFile::VER_MW && nif->getVersion() < nif->generateVersion(10, 1, 0, 0)) return;
if (nif->getBethVersion() >= NIFFile::BethVersion::BETHVER_FO4) return;
if (nif->getVersion() >= nif->generateVersion(10, 1, 0, 106)) nif->read(mSwitchState); size_t numAffectedNodes = nif->get<uint32_t>(); nif->skip(numAffectedNodes * 4); }
void NiLight::read(NIFStream* nif) { NiDynamicEffect::read(nif);
nif->read(mDimmer); nif->read(mAmbient); nif->read(mDiffuse); nif->read(mSpecular); }
void NiPointLight::read(NIFStream* nif) { NiLight::read(nif);
nif->read(mConstantAttenuation); nif->read(mLinearAttenuation); nif->read(mQuadraticAttenuation); }
void NiSpotLight::read(NIFStream* nif) { NiPointLight::read(nif);
nif->read(mOuterSpotAngle); if (nif->getVersion() >= NIFStream::generateVersion(20, 2, 0, 5)) nif->read(mInnerSpotAngle); nif->read(mExponent); }
void NiTextureEffect::read(NIFStream* nif) { NiDynamicEffect::read(nif);
nif->read(mProjectionRotation); nif->read(mProjectionPosition); nif->read(mFilterMode); if (nif->getVersion() >= NIFStream::generateVersion(20, 5, 0, 4)) nif->read(mMaxAnisotropy); nif->read(mClampMode); mTextureType = static_cast<TextureType>(nif->get<uint32_t>()); mCoordGenType = static_cast<CoordGenType>(nif->get<uint32_t>()); mTexture.read(nif); nif->read(mEnableClipPlane); mClipPlane = osg::Plane(nif->get<osg::Vec4f>()); if (nif->getVersion() <= NIFStream::generateVersion(10, 2, 0, 0)) nif->skip(4); // PS2-specific shorts if (nif->getVersion() <= NIFStream::generateVersion(4, 1, 0, 12)) nif->skip(2); // Unknown short }
void NiTextureEffect::post(Reader& nif) { NiDynamicEffect::post(nif);
mTexture.post(nif); }
}