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@ -10,11 +10,19 @@ namespace SceneUtil
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{
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/// LightSource managed by a LightManager.
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/// @par Typically used for point lights. Spot lights are not supported yet. Directional lights affect the whole scene
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/// so do not need to be managed by a LightManager - so for directional lights use a plain osg::LightSource instead.
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/// @note LightSources must be decorated by a LightManager node in order to have an effect. Typical use would
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/// be one LightManager as the root of the scene graph.
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/// @note One needs to attach LightListCallback's to the scene to have objects receive lighting from LightSources.
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/// See the documentation of LightListCallback for more information.
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/// @note The position of the contained osg::Light is automatically updated based on the LightSource's world position.
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class LightSource : public osg::Node
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{
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// double buffered osg::Light's, since one of them may be in use by the draw thread at any given time
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osg::ref_ptr<osg::Light> mLight[2];
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// The activation radius
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// LightSource will affect objects within this radius
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float mRadius;
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int mId;
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@ -32,12 +40,15 @@ namespace SceneUtil
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return mRadius;
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}
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/// The LightSource will affect objects within this radius.
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void setRadius(float radius)
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{
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mRadius = radius;
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}
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/// Get the osg::Light safe for modification in the given frame.
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/// @par May be used externally to animate the light's color/attenuation properties,
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/// and is used internally to synchronize the light's position with the position of the LightSource.
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osg::Light* getLight(unsigned int frame)
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{
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return mLight[frame % 2];
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@ -60,8 +71,7 @@ namespace SceneUtil
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}
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};
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/// All light sources must be a child of the LightManager node. The LightManager can be anywhere in the scene graph,
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/// but would be typically somewhere near the top.
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/// @brief Decorator node implementing the rendering of any number of LightSources that can be anywhere in the subgraph.
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class LightManager : public osg::Group
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{
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public:
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@ -80,10 +90,15 @@ namespace SceneUtil
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unsigned int getLightingMask() const;
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// Called automatically by the UpdateCallback
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/// Set the first light index that should be used by this manager, typically the number of directional lights in the scene.
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void setStartLight(int start);
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int getStartLight() const;
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/// Internal use only, called automatically by the LightManager's UpdateCallback
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void update();
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// Called automatically by the LightSource's UpdateCallback
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/// Internal use only, called automatically by the LightSource's UpdateCallback
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void addLight(LightSource* lightSource, const osg::Matrixf& worldMat, unsigned int frameNum);
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struct LightSourceTransform
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@ -106,11 +121,6 @@ namespace SceneUtil
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osg::ref_ptr<osg::StateSet> getLightListStateSet(const LightList& lightList, unsigned int frameNum);
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/// Set the first light index that should be used by this manager, typically the number of directional lights in the scene.
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void setStartLight(int start);
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int getStartLight() const;
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private:
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// Lights collected from the scene graph. Only valid during the cull traversal.
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std::vector<LightSourceTransform> mLights;
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@ -127,6 +137,13 @@ namespace SceneUtil
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unsigned int mLightingMask;
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};
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/// To receive lighting, objects must be decorated by a LightListCallback. Light list callbacks must be added via
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/// node->addCullCallback(new LightListCallback). Once a light list callback is added to a node, that node and all
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/// its child nodes can receive lighting.
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/// @par The placement of these LightListCallbacks affects the granularity of light lists. Having too fine grained
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/// light lists can result in degraded performance. Too coarse grained light lists can result in lights no longer
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/// rendering when the size of a light list exceeds the OpenGL limit on the number of concurrent lights (8). A good
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/// starting point is to attach a LightListCallback to each game object's base node.
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/// @note Not thread safe for CullThreadPerCamera threading mode.
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class LightListCallback : public osg::NodeCallback
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{
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