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OpenMW is an open implementation of the Morrowind engine
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123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159#include "lightutil.hpp"
#include <osg/Group>
#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(SceneUtil::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, static_cast<float>(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, static_cast<float>(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<SceneUtil::Light> light(new SceneUtil::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; }}