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@ -8,48 +8,16 @@
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#include <components/misc/rng.hpp>
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namespace
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{
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float pulseAmplitude(float time)
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{
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return std::sin(time);
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}
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float flickerAmplitude(float time)
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{
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static const float fb = 1.17024f;
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static const float f[3] = { 1.5708f, 4.18774f, 5.19934f };
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static const float o[3] = { 0.804248f, 2.11115f, 3.46832f };
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static const float m[3] = { 1.0f, 0.785f, 0.876f };
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static const float s = 0.394f;
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float v = 0.0f;
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for(int i = 0;i < 3;++i)
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v += std::sin(fb*time*f[i] + o[i])*m[i];
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return v * s;
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}
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float flickerFrequency(float phase)
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{
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static const float fa = 0.785398f;
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static const float tdo = 0.94f;
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static const float tdm = 2.48f;
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return tdo + tdm*std::sin(fa * phase);
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}
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}
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namespace SceneUtil
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{
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LightController::LightController()
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: mType(LT_Normal)
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, mPhase((Misc::Rng::rollClosedProbability() * 2.f - 1.f) * 500.f)
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, mDeltaCount(0.f)
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, mDirection(1.f)
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, mPhase(0.25f + Misc::Rng::rollClosedProbability() * 0.75f)
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, mBrightness(0.675f)
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, mStartTime(0.0)
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, mLastTime(0.0)
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, mTicksToAdvance(0.f)
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{
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}
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@ -61,66 +29,40 @@ namespace SceneUtil
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void LightController::operator ()(osg::Node* node, osg::NodeVisitor* nv)
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{
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double time = nv->getFrameStamp()->getSimulationTime();
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if (mStartTime == 0)
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mStartTime = time;
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// disabled early out, light state needs to be set every frame regardless of change, due to the double buffering
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//if (time == mLastTime)
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// return;
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float dt = static_cast<float>(time - mLastTime);
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mLastTime = time;
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float brightness = 1.0f;
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float cycle_time;
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float time_distortion;
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if(mType == LT_Pulse || mType == LT_PulseSlow)
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if (mType == LT_Normal)
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{
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cycle_time = 2.0f * osg::PI;
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time_distortion = 3.0f;
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static_cast<SceneUtil::LightSource*>(node)->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor);
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traverse(node, nv);
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return;
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}
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else
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{
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static const float fa = osg::PI / 4.0f;
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static const float phase_wavelength = 120.0f * osg::PI / fa;
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cycle_time = 500.0f;
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mPhase = std::fmod(mPhase + dt, phase_wavelength);
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time_distortion = flickerFrequency(mPhase);
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}
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// Updating flickering at 15 FPS like vanilla.
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constexpr float updateRate = 15.f;
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mTicksToAdvance = static_cast<float>(time - mStartTime - mLastTime) * updateRate * 0.25f + mTicksToAdvance * 0.75f;
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mLastTime = time - mStartTime;
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mDeltaCount += mDirection*dt*time_distortion;
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if(mDirection > 0 && mDeltaCount > +cycle_time)
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{
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mDirection = -1.0f;
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float extra = mDeltaCount - cycle_time;
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mDeltaCount -= 2*extra;
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}
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if(mDirection < 0 && mDeltaCount < -cycle_time)
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{
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mDirection = +1.0f;
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float extra = cycle_time - mDeltaCount;
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mDeltaCount += 2*extra;
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}
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static const float fast = 4.0f/1.0f;
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static const float slow = 1.0f/1.0f;
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float speed = (mType == LT_Flicker || mType == LT_Pulse) ? 0.1f : 0.05f;
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if (mBrightness >= mPhase)
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mBrightness -= mTicksToAdvance * speed;
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else
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mBrightness += mTicksToAdvance * speed;
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// These formulas are just guesswork, but they work pretty well
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if(mType == LT_Normal)
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if (std::abs(mBrightness - mPhase) < speed)
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{
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// Less than 1/255 light modifier for a constant light:
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brightness = 1.0f + flickerAmplitude(mDeltaCount*slow)/255.0f;
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if (mType == LT_Flicker || mType == LT_FlickerSlow)
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mPhase = 0.25f + Misc::Rng::rollClosedProbability() * 0.75f;
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else // if (mType == LT_Pulse || mType == LT_PulseSlow)
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mPhase = mPhase <= 0.5f ? 1.f : 0.25f;
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}
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else if(mType == LT_Flicker)
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brightness = 0.75f + flickerAmplitude(mDeltaCount*fast)*0.25f;
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else if(mType == LT_FlickerSlow)
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brightness = 0.75f + flickerAmplitude(mDeltaCount*slow)*0.25f;
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else if(mType == LT_Pulse)
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brightness = 0.7f + pulseAmplitude(mDeltaCount*fast)*0.3f;
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else if(mType == LT_PulseSlow)
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brightness = 0.7f + pulseAmplitude(mDeltaCount*slow)*0.3f;
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static_cast<SceneUtil::LightSource*>(node)->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor * brightness);
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static_cast<SceneUtil::LightSource*>(node)->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor * mBrightness);
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traverse(node, nv);
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}
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