Revert "Remove ambient component of additional lights" because this was Yet Another Bad Idea
Ambient light is attenuated so it is possible to achieve smooth edges with it
This reverts commit fe8ba57c94
.
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fe8ba57c94
commit
4b607d6484
@ -45,8 +45,9 @@ static EffectMap lightEffectMap;
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class SGLightAnimation::UpdateCallback : public osg::NodeCallback {
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public:
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UpdateCallback(string k, const SGExpressiond* v, SGVec4d d, SGVec4d s) :
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UpdateCallback(string k, const SGExpressiond* v, SGVec4d a, SGVec4d d, SGVec4d s) :
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_key(k),
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_ambient(a),
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_diffuse(d),
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_specular(s),
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_animationValue(v)
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@ -63,12 +64,16 @@ public:
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if (iter != lightEffectMap.end()) {
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simgear::Effect* effect = iter->second;
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SGPropertyNode* params = effect->parametersProp;
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params->getNode("ambient")->setValue(_ambient * dim);
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params->getNode("diffuse")->setValue(_diffuse * dim);
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params->getNode("specular")->setValue(_specular * dim);
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BOOST_FOREACH(osg::ref_ptr<simgear::Technique>& technique, effect->techniques)
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{
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BOOST_FOREACH(osg::ref_ptr<simgear::Pass>& pass, technique->passes)
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{
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osg::Uniform* amb = pass->getUniform("Ambient");
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if (amb)
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amb->set(toOsg(_ambient) * dim);
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osg::Uniform* dif = pass->getUniform("Diffuse");
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if (dif)
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dif->set(toOsg(_diffuse) * dim);
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@ -83,6 +88,7 @@ public:
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}
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public:
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string _key;
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SGVec4d _ambient;
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SGVec4d _diffuse;
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SGVec4d _specular;
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SGSharedPtr<SGExpressiond const> _animationValue;
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@ -102,6 +108,7 @@ SGLightAnimation::SGLightAnimation(const SGPropertyNode* configNode,
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_direction = SGVec3d( getConfig()->getDoubleValue("direction/x"), getConfig()->getDoubleValue("direction/y"), getConfig()->getDoubleValue("direction/z") );
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double l = length(_direction);
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if (l > 0.001) _direction /= l;
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_ambient = GET_COLOR_VALUE("ambient");
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_diffuse = GET_COLOR_VALUE("diffuse");
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_specular = GET_COLOR_VALUE("specular");
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_attenuation = SGVec3d( getConfig()->getDoubleValue("attenuation/c"), getConfig()->getDoubleValue("attenuation/l"), getConfig()->getDoubleValue("attenuation/q") );
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@ -123,7 +130,7 @@ SGLightAnimation::createAnimationGroup(osg::Group& parent)
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osg::Group* grp = new osg::Group;
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grp->setName("light animation node");
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if (_animationValue.valid())
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grp->setUpdateCallback(new UpdateCallback(_key, _animationValue, _diffuse, _specular));
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grp->setUpdateCallback(new UpdateCallback(_key, _animationValue, _ambient, _diffuse, _specular));
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parent.addChild(grp);
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grp->setNodeMask( simgear::MODELLIGHT_BIT );
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return grp;
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@ -149,6 +156,7 @@ SGLightAnimation::install(osg::Node& node)
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SGPropertyNode* params = makeChild(effectProp, "parameters");
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params->getNode("position",true)->setValue(SGVec4d(_position.x(),_position.y(),_position.z(),1.0));
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params->getNode("direction",true)->setValue(SGVec4d(_direction.x(),_direction.y(),_direction.z(),0.0));
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params->getNode("ambient",true)->setValue(_ambient * dim);
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params->getNode("diffuse",true)->setValue(_diffuse * dim);
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params->getNode("specular",true)->setValue(_specular * dim);
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params->getNode("attenuation",true)->setValue(_attenuation);
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@ -191,6 +199,7 @@ SGLightAnimation::install(osg::Node& node)
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SGPropertyNode* params = makeChild(effectProp, "parameters");
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params->getNode("position",true)->setValue(SGVec4d(_position.x(),_position.y(),_position.z(),1.0));
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params->getNode("ambient",true)->setValue(_ambient * dim);
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params->getNode("diffuse",true)->setValue(_diffuse * dim);
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params->getNode("specular",true)->setValue(_specular * dim);
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params->getNode("attenuation",true)->setValue(_attenuation);
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@ -360,6 +360,7 @@ private:
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string _light_type;
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SGVec3d _position;
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SGVec3d _direction;
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SGVec4d _ambient;
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SGVec4d _diffuse;
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SGVec4d _specular;
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SGVec3d _attenuation;
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