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openmw-tes3mp/components/sceneutil/lightmanager.cpp

492 lines
18 KiB
C++

#include "lightmanager.hpp"
#include <osgUtil/CullVisitor>
#include <components/sceneutil/util.hpp>
namespace SceneUtil
{
class LightStateCache
{
public:
osg::Light* lastAppliedLight[8];
};
LightStateCache* getLightStateCache(unsigned int contextid)
{
static std::vector<LightStateCache> 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<osg::ref_ptr<osg::Light> >& 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; i<mLights.size(); ++i)
usage.usesMode(GL_LIGHT0 + mIndex + i);
return true;
}
virtual int compare(const StateAttribute &sa) const
{
throw std::runtime_error("LightStateAttribute::compare: unimplemented");
}
META_StateAttribute(NifOsg, LightStateAttribute, osg::StateAttribute::LIGHT)
virtual void apply(osg::State& state) const
{
if (mLights.empty())
return;
osg::Matrix modelViewMatrix = state.getModelViewMatrix();
state.applyModelViewMatrix(state.getInitialViewMatrix());
LightStateCache* cache = getLightStateCache(state.getContextID());
for (unsigned int i=0; i<mLights.size(); ++i)
{
osg::Light* current = cache->lastAppliedLight[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<osg::ref_ptr<osg::Light> > mLights;
};
LightManager* findLightManager(const osg::NodePath& path)
{
for (unsigned int i=0;i<path.size(); ++i)
{
if (LightManager* lightManager = dynamic_cast<LightManager*>(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<LightSource*>(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<LightManager*>(node);
lightManager->update();
traverse(node, nv);
}
};
LightManager::LightManager()
: mStartLight(0)
, mLightingMask(~0u)
{
setUpdateCallback(new LightManagerUpdateCallback);
}
LightManager::LightManager(const LightManager &copy, const osg::CopyOp &copyop)
: 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);
}
/* similar to the boost::hash_combine */
template <class T>
inline void hash_combine(std::size_t& seed, const T& v)
{
std::hash<T> hasher;
seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
}
osg::ref_ptr<osg::StateSet> 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; i<lightList.size();++i)
hash_combine(hash, lightList[i]->mLightSource->getId());
LightStateSetMap& stateSetCache = mStateSetCache[frameNum%2];
LightStateSetMap::iterator found = stateSetCache.find(hash);
if (found != stateSetCache.end())
return found->second;
else
{
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
std::vector<osg::ref_ptr<osg::Light> > lights;
for (unsigned int i=0; i<lightList.size();++i)
{
lights.push_back(lightList[i]->mLightSource->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<LightStateAttribute> 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<lightList.size(); ++i)
{
osg::ref_ptr<LightStateAttribute> dummy = new LightStateAttribute(mStartLight+i, std::vector<osg::ref_ptr<osg::Light> >());
stateset->setAttribute(dummy, osg::StateAttribute::ON);
}
stateSetCache.insert(std::make_pair(hash, stateset));
return stateset;
}
}
const std::vector<LightManager::LightSourceTransform>& LightManager::getLights() const
{
return mLights;
}
const std::vector<LightManager::LightSourceViewBound>& LightManager::getLightsInViewSpace(osg::Camera *camera, const osg::RefMatrix* viewMatrix)
{
osg::observer_ptr<osg::Camera> camPtr (camera);
std::map<osg::observer_ptr<osg::Camera>, LightSourceViewBoundCollection>::iterator it = mLightsInViewSpace.find(camPtr);
if (it == mLightsInViewSpace.end())
{
it = mLightsInViewSpace.insert(std::make_pair(camPtr, LightSourceViewBoundCollection())).first;
for (std::vector<LightSourceTransform>::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<const DisableLight *>(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<DisableLight> 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 &copy, const osg::CopyOp &copyop)
: 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<osgUtil::CullVisitor*>(nv);
bool pushedState = pushLightState(node, cv);
traverse(node, nv);
if (pushedState)
cv->popStateSet();
}
bool LightListCallback::pushLightState(osg::Node *node, osgUtil::CullVisitor *cv)
{
if (!mLightManager)
{
mLightManager = findLightManager(cv->getNodePath());
if (!mLightManager)
return false;
}
if (!(cv->getCurrentCamera()->getCullMask() & mLightManager->getLightingMask()))
return false;
// 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 != cv->getTraversalNumber())
{
mLastFrameNumber = cv->getTraversalNumber();
// Don't use Camera::getViewMatrix, that one might be relative to another camera!
const osg::RefMatrix* viewMatrix = cv->getCurrentRenderStage()->getInitialViewMatrix();
const std::vector<LightManager::LightSourceViewBound>& 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::Transform* transform = node->asTransform();
if (transform)
{
for (unsigned int i=0; i<transform->getNumChildren(); ++i)
nodeBound.expandBy(transform->getChild(i)->getBound());
}
else
nodeBound = node->getBound();
osg::Matrixf mat = *cv->getModelViewMatrix();
transformBoundingSphere(mat, nodeBound);
mLightList.clear();
for (unsigned int i=0; i<lights.size(); ++i)
{
const LightManager::LightSourceViewBound& l = lights[i];
if (mIgnoredLightSources.count(l.mLightSource))
continue;
if (l.mViewBound.intersects(nodeBound))
mLightList.push_back(&l);
}
}
if (!mLightList.empty())
{
unsigned int maxLights = static_cast<unsigned int> (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, cv->getTraversalNumber());
}
else
stateset = mLightManager->getLightListStateSet(mLightList, cv->getTraversalNumber());
cv->pushStateSet(stateset);
return true;
}
return false;
}
}