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@ -45,6 +45,8 @@ namespace SceneUtil
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virtual void apply(osg::State& state) const
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{
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if (mLights.empty())
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return;
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osg::Matrix modelViewMatrix = state.getModelViewMatrix();
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state.applyModelViewMatrix(state.getInitialViewMatrix());
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@ -193,16 +195,25 @@ namespace SceneUtil
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else
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{
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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std::vector<osg::ref_ptr<osg::Light> > lights;
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for (unsigned int i=0; i<lightList.size();++i)
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{
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std::vector<osg::ref_ptr<osg::Light> > lights;
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lights.push_back(lightList[i]->mLightSource->getLight(frameNum));
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osg::ref_ptr<LightStateAttribute> attr = new LightStateAttribute(mStartLight+i, lights);
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// don't use setAttributeAndModes, that does not support light indices!
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stateset->setAttribute(attr, osg::StateAttribute::ON);
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stateset->setAssociatedModes(attr, osg::StateAttribute::ON);
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}
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// the first light state attribute handles the actual state setting for all lights
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// it's best to batch these up so that we don't need to touch the modelView matrix more than necessary
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osg::ref_ptr<LightStateAttribute> attr = new LightStateAttribute(mStartLight, lights);
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// don't use setAttributeAndModes, that does not support light indices!
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stateset->setAttribute(attr, osg::StateAttribute::ON);
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stateset->setAssociatedModes(attr, osg::StateAttribute::ON);
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// need to push some dummy attributes to ensure proper state tracking
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// lights need to reset to their default when the StateSet is popped
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for (unsigned int i=1; i<lightList.size(); ++i)
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{
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osg::ref_ptr<LightStateAttribute> dummy = new LightStateAttribute(mStartLight+i, std::vector<osg::ref_ptr<osg::Light> >());
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stateset->setAttribute(dummy, osg::StateAttribute::ON);
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}
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stateSetCache.insert(std::make_pair(hash, stateset));
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