Write more documentation for the lighting system

openmw-38
scrawl 9 years ago
parent 49b37ce8bf
commit c442af09c5

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

Loading…
Cancel
Save