#include "lightmanager.hpp" #include #include #include #include #include namespace SceneUtil { class LightStateCache { public: osg::Light* lastAppliedLight[8]; }; LightStateCache* getLightStateCache(unsigned int contextid) { static std::vector cacheVector; if (cacheVector.size() < contextid+1) cacheVector.resize(contextid+1); return &cacheVector[contextid]; } // Resets the modelview matrix to just the view matrix before applying lights. class LightStateAttribute : public osg::StateAttribute { public: LightStateAttribute() : mIndex(0) {} LightStateAttribute(unsigned int index, const std::vector >& lights) : mIndex(index), mLights(lights) {} LightStateAttribute(const LightStateAttribute& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : osg::StateAttribute(copy,copyop), mIndex(copy.mIndex), mLights(copy.mLights) {} unsigned int getMember() const { return mIndex; } virtual bool getModeUsage(ModeUsage & usage) const { for (unsigned int i=0; ilastAppliedLight[i+mIndex]; if (current != mLights[i].get()) { applyLight((GLenum)((int)GL_LIGHT0 + i + mIndex), mLights[i].get()); cache->lastAppliedLight[i+mIndex] = mLights[i].get(); } } state.applyModelViewMatrix(modelViewMatrix); } void applyLight(GLenum lightNum, const osg::Light* light) const { glLightfv( lightNum, GL_AMBIENT, light->getAmbient().ptr() ); glLightfv( lightNum, GL_DIFFUSE, light->getDiffuse().ptr() ); glLightfv( lightNum, GL_SPECULAR, light->getSpecular().ptr() ); glLightfv( lightNum, GL_POSITION, light->getPosition().ptr() ); // TODO: enable this once spot lights are supported // need to transform SPOT_DIRECTION by the world matrix? //glLightfv( lightNum, GL_SPOT_DIRECTION, light->getDirection().ptr() ); //glLightf ( lightNum, GL_SPOT_EXPONENT, light->getSpotExponent() ); //glLightf ( lightNum, GL_SPOT_CUTOFF, light->getSpotCutoff() ); glLightf ( lightNum, GL_CONSTANT_ATTENUATION, light->getConstantAttenuation() ); glLightf ( lightNum, GL_LINEAR_ATTENUATION, light->getLinearAttenuation() ); glLightf ( lightNum, GL_QUADRATIC_ATTENUATION, light->getQuadraticAttenuation() ); } private: unsigned int mIndex; std::vector > mLights; }; LightManager* findLightManager(const osg::NodePath& path) { for (unsigned int i=0;i(path[i])) return lightManager; } return NULL; } // Set on a LightSource. Adds the light source to its light manager for the current frame. // This allows us to keep track of the current lights in the scene graph without tying creation & destruction to the manager. class CollectLightCallback : public osg::NodeCallback { public: CollectLightCallback() : mLightManager(0) { } CollectLightCallback(const CollectLightCallback& copy, const osg::CopyOp& copyop) : osg::NodeCallback(copy, copyop) , mLightManager(0) { } META_Object(SceneUtil, SceneUtil::CollectLightCallback) virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { if (!mLightManager) { mLightManager = findLightManager(nv->getNodePath()); if (!mLightManager) throw std::runtime_error("can't find parent LightManager"); } mLightManager->addLight(static_cast(node), osg::computeLocalToWorld(nv->getNodePath()), nv->getTraversalNumber()); traverse(node, nv); } private: LightManager* mLightManager; }; // Set on a LightManager. Clears the data from the previous frame. class LightManagerUpdateCallback : public osg::NodeCallback { public: LightManagerUpdateCallback() { } LightManagerUpdateCallback(const LightManagerUpdateCallback& copy, const osg::CopyOp& copyop) : osg::NodeCallback(copy, copyop) { } META_Object(SceneUtil, LightManagerUpdateCallback) virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { LightManager* lightManager = static_cast(node); lightManager->update(); traverse(node, nv); } }; LightManager::LightManager() : mStartLight(0) , mLightingMask(~0u) { setUpdateCallback(new LightManagerUpdateCallback); } LightManager::LightManager(const LightManager ©, const osg::CopyOp ©op) : osg::Group(copy, copyop) , mStartLight(copy.mStartLight) , mLightingMask(copy.mLightingMask) { } void LightManager::setLightingMask(unsigned int mask) { mLightingMask = mask; } unsigned int LightManager::getLightingMask() const { return mLightingMask; } void LightManager::update() { mLights.clear(); mLightsInViewSpace.clear(); // do an occasional cleanup for orphaned lights for (int i=0; i<2; ++i) { if (mStateSetCache[i].size() > 5000) mStateSetCache[i].clear(); } } void LightManager::addLight(LightSource* lightSource, const osg::Matrixf& worldMat, unsigned int frameNum) { LightSourceTransform l; l.mLightSource = lightSource; l.mWorldMatrix = worldMat; lightSource->getLight(frameNum)->setPosition(osg::Vec4f(worldMat.getTrans().x(), worldMat.getTrans().y(), worldMat.getTrans().z(), 1.f)); mLights.push_back(l); } osg::ref_ptr LightManager::getLightListStateSet(const LightList &lightList, unsigned int frameNum) { // possible optimization: return a StateSet containing all requested lights plus some extra lights (if a suitable one exists) size_t hash = 0; for (unsigned int i=0; imLightSource->getId()); LightStateSetMap& stateSetCache = mStateSetCache[frameNum%2]; LightStateSetMap::iterator found = stateSetCache.find(hash); if (found != stateSetCache.end()) return found->second; else { osg::ref_ptr stateset = new osg::StateSet; std::vector > lights; for (unsigned int i=0; imLightSource->getLight(frameNum)); } // the first light state attribute handles the actual state setting for all lights // it's best to batch these up so that we don't need to touch the modelView matrix more than necessary osg::ref_ptr attr = new LightStateAttribute(mStartLight, lights); // don't use setAttributeAndModes, that does not support light indices! stateset->setAttribute(attr, osg::StateAttribute::ON); stateset->setAssociatedModes(attr, osg::StateAttribute::ON); // need to push some dummy attributes to ensure proper state tracking // lights need to reset to their default when the StateSet is popped for (unsigned int i=1; i dummy = new LightStateAttribute(mStartLight+i, std::vector >()); stateset->setAttribute(dummy, osg::StateAttribute::ON); } stateSetCache.insert(std::make_pair(hash, stateset)); return stateset; } } const std::vector& LightManager::getLights() const { return mLights; } const std::vector& LightManager::getLightsInViewSpace(osg::Camera *camera, const osg::RefMatrix* viewMatrix) { osg::observer_ptr camPtr (camera); std::map, LightSourceViewBoundCollection>::iterator it = mLightsInViewSpace.find(camPtr); if (it == mLightsInViewSpace.end()) { it = mLightsInViewSpace.insert(std::make_pair(camPtr, LightSourceViewBoundCollection())).first; for (std::vector::iterator lightIt = mLights.begin(); lightIt != mLights.end(); ++lightIt) { osg::Matrixf worldViewMat = lightIt->mWorldMatrix * (*viewMatrix); osg::BoundingSphere viewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), lightIt->mLightSource->getRadius()); transformBoundingSphere(worldViewMat, viewBound); LightSourceViewBound l; l.mLightSource = lightIt->mLightSource; l.mViewBound = viewBound; it->second.push_back(l); } } return it->second; } class DisableLight : public osg::StateAttribute { public: DisableLight() : mIndex(0) {} DisableLight(int index) : mIndex(index) {} DisableLight(const DisableLight& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : osg::StateAttribute(copy,copyop), mIndex(copy.mIndex) {} virtual osg::Object* cloneType() const { return new DisableLight(mIndex); } virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new DisableLight(*this,copyop); } virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast(obj)!=NULL; } virtual const char* libraryName() const { return "SceneUtil"; } virtual const char* className() const { return "DisableLight"; } virtual Type getType() const { return LIGHT; } unsigned int getMember() const { return mIndex; } virtual bool getModeUsage(ModeUsage & usage) const { usage.usesMode(GL_LIGHT0 + mIndex); return true; } virtual int compare(const StateAttribute &sa) const { throw std::runtime_error("DisableLight::compare: unimplemented"); } virtual void apply(osg::State& state) const { int lightNum = GL_LIGHT0 + mIndex; glLightfv( lightNum, GL_AMBIENT, mNull.ptr() ); glLightfv( lightNum, GL_DIFFUSE, mNull.ptr() ); glLightfv( lightNum, GL_SPECULAR, mNull.ptr() ); LightStateCache* cache = getLightStateCache(state.getContextID()); cache->lastAppliedLight[mIndex] = NULL; } private: unsigned int mIndex; osg::Vec4f mNull; }; void LightManager::setStartLight(int start) { mStartLight = start; // Set default light state to zero // This is necessary because shaders don't respect glDisable(GL_LIGHTX) so in addition to disabling // we'll have to set a light state that has no visible effect for (int i=start; i<8; ++i) { osg::ref_ptr defaultLight (new DisableLight(i)); getOrCreateStateSet()->setAttributeAndModes(defaultLight, osg::StateAttribute::OFF); } } int LightManager::getStartLight() const { return mStartLight; } static int sLightId = 0; LightSource::LightSource() : mRadius(0.f) { setUpdateCallback(new CollectLightCallback); mId = sLightId++; } LightSource::LightSource(const LightSource ©, const osg::CopyOp ©op) : osg::Node(copy, copyop) , mRadius(copy.mRadius) { mId = sLightId++; for (int i=0; i<2; ++i) mLight[i] = new osg::Light(*copy.mLight[i].get(), copyop); } bool sortLights (const LightManager::LightSourceViewBound* left, const LightManager::LightSourceViewBound* right) { return left->mViewBound.center().length2() - left->mViewBound.radius2()*81 < right->mViewBound.center().length2() - right->mViewBound.radius2()*81; } void LightListCallback::operator()(osg::Node *node, osg::NodeVisitor *nv) { osgUtil::CullVisitor* cv = static_cast(nv); if (!mLightManager) { mLightManager = findLightManager(nv->getNodePath()); if (!mLightManager) { traverse(node, nv); return; } } if (!(cv->getCurrentCamera()->getCullMask() & mLightManager->getLightingMask())) { traverse(node, nv); return; } // Possible optimizations: // - cull list of lights by the camera frustum // - organize lights in a quad tree // update light list if necessary // makes sure we don't update it more than once per frame when rendering with multiple cameras if (mLastFrameNumber != nv->getTraversalNumber()) { mLastFrameNumber = nv->getTraversalNumber(); // Don't use Camera::getViewMatrix, that one might be relative to another camera! const osg::RefMatrix* viewMatrix = cv->getCurrentRenderStage()->getInitialViewMatrix(); const std::vector& lights = mLightManager->getLightsInViewSpace(cv->getCurrentCamera(), viewMatrix); // get the node bounds in view space // NB do not node->getBound() * modelView, that would apply the node's transformation twice osg::BoundingSphere nodeBound; osg::Group* group = node->asGroup(); if (group) { for (unsigned int i=0; igetNumChildren(); ++i) nodeBound.expandBy(group->getChild(i)->getBound()); } osg::Matrixf mat = *cv->getModelViewMatrix(); transformBoundingSphere(mat, nodeBound); mLightList.clear(); for (unsigned int i=0; i (8 - mLightManager->getStartLight()); osg::StateSet* stateset = NULL; if (mLightList.size() > maxLights) { // remove lights culled by this camera LightManager::LightList lightList = mLightList; for (LightManager::LightList::iterator it = lightList.begin(); it != lightList.end() && lightList.size() > maxLights; ) { osg::CullStack::CullingStack& stack = cv->getModelViewCullingStack(); osg::BoundingSphere bs = (*it)->mViewBound; bs._radius = bs._radius*2; osg::CullingSet& cullingSet = stack.front(); if (cullingSet.isCulled(bs)) { it = lightList.erase(it); continue; } else ++it; } if (lightList.size() > maxLights) { // sort by proximity to camera, then get rid of furthest away lights std::sort(lightList.begin(), lightList.end(), sortLights); while (lightList.size() > maxLights) lightList.pop_back(); } stateset = mLightManager->getLightListStateSet(lightList, nv->getTraversalNumber()); } else stateset = mLightManager->getLightListStateSet(mLightList, nv->getTraversalNumber()); cv->pushStateSet(stateset); traverse(node, nv); cv->popStateSet(); } else traverse(node, nv); } }