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178 lines
6.9 KiB
C++
178 lines
6.9 KiB
C++
#ifndef OPENMW_COMPONENTS_SCENEUTIL_LIGHTMANAGER_H
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#define OPENMW_COMPONENTS_SCENEUTIL_LIGHTMANAGER_H
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#include <osg/Light>
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#include <osg/Group>
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#include <osg/NodeVisitor>
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namespace SceneUtil
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{
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/// LightSource managed by a LightManager.
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/// @par Typically used for point lights. Spot lights are not supported yet. Directional lights affect the whole scene
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/// so do not need to be managed by a LightManager - so for directional lights use a plain osg::LightSource instead.
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/// @note LightSources must be decorated by a LightManager node in order to have an effect. Typical use would
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/// be one LightManager as the root of the scene graph.
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/// @note One needs to attach LightListCallback's to the scene to have objects receive lighting from LightSources.
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/// See the documentation of LightListCallback for more information.
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/// @note The position of the contained osg::Light is automatically updated based on the LightSource's world position.
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class LightSource : public osg::Node
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{
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// double buffered osg::Light's, since one of them may be in use by the draw thread at any given time
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osg::ref_ptr<osg::Light> mLight[2];
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// LightSource will affect objects within this radius
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float mRadius;
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int mId;
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public:
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META_Node(SceneUtil, SceneUtil::LightSource)
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LightSource();
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LightSource(const LightSource& copy, const osg::CopyOp& copyop);
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float getRadius() const
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{
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return mRadius;
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}
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/// The LightSource will affect objects within this radius.
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void setRadius(float radius)
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{
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mRadius = radius;
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}
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/// Get the osg::Light safe for modification in the given frame.
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/// @par May be used externally to animate the light's color/attenuation properties,
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/// and is used internally to synchronize the light's position with the position of the LightSource.
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osg::Light* getLight(unsigned int frame)
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{
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return mLight[frame % 2];
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}
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/// @warning It is recommended not to replace an existing osg::Light, because there might still be
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/// references to it in the light StateSet cache that are associated with this LightSource's ID.
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/// These references will stay valid due to ref_ptr but will point to the old object.
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/// @warning Do not modify the \a light after you've called this function.
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void setLight(osg::Light* light)
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{
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mLight[0] = light;
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mLight[1] = osg::clone(light);
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}
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/// Get the unique ID for this light source.
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int getId() const
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{
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return mId;
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}
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};
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/// @brief Decorator node implementing the rendering of any number of LightSources that can be anywhere in the subgraph.
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class LightManager : public osg::Group
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{
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public:
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META_Node(SceneUtil, SceneUtil::LightManager)
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LightManager();
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LightManager(const LightManager& copy, const osg::CopyOp& copyop);
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/// @param mask This mask is compared with the current Camera's cull mask to determine if lighting is desired.
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/// By default, it's ~0u i.e. always on.
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/// If you have some views that do not require lighting, then set the Camera's cull mask to not include
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/// the lightingMask for a much faster cull and rendering.
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void setLightingMask (unsigned int mask);
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unsigned int getLightingMask() const;
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/// Set the first light index that should be used by this manager, typically the number of directional lights in the scene.
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void setStartLight(int start);
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int getStartLight() const;
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/// Internal use only, called automatically by the LightManager's UpdateCallback
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void update();
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/// Internal use only, called automatically by the LightSource's UpdateCallback
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void addLight(LightSource* lightSource, const osg::Matrixf& worldMat, unsigned int frameNum);
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struct LightSourceTransform
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{
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LightSource* mLightSource;
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osg::Matrixf mWorldMatrix;
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};
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const std::vector<LightSourceTransform>& getLights() const;
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struct LightSourceViewBound
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{
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LightSource* mLightSource;
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osg::BoundingSphere mViewBound;
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};
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const std::vector<LightSourceViewBound>& getLightsInViewSpace(osg::Camera* camera, const osg::RefMatrix* viewMatrix);
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typedef std::vector<const LightSourceViewBound*> LightList;
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osg::ref_ptr<osg::StateSet> getLightListStateSet(const LightList& lightList, unsigned int frameNum);
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private:
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// Lights collected from the scene graph. Only valid during the cull traversal.
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std::vector<LightSourceTransform> mLights;
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typedef std::vector<LightSourceViewBound> LightSourceViewBoundCollection;
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std::map<osg::observer_ptr<osg::Camera>, LightSourceViewBoundCollection> mLightsInViewSpace;
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// < Light list hash , StateSet >
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typedef std::map<size_t, osg::ref_ptr<osg::StateSet> > LightStateSetMap;
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LightStateSetMap mStateSetCache[2];
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int mStartLight;
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unsigned int mLightingMask;
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};
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/// To receive lighting, objects must be decorated by a LightListCallback. Light list callbacks must be added via
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/// node->addCullCallback(new LightListCallback). Once a light list callback is added to a node, that node and all
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/// its child nodes can receive lighting.
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/// @par The placement of these LightListCallbacks affects the granularity of light lists. Having too fine grained
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/// light lists can result in degraded performance. Too coarse grained light lists can result in lights no longer
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/// rendering when the size of a light list exceeds the OpenGL limit on the number of concurrent lights (8). A good
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/// starting point is to attach a LightListCallback to each game object's base node.
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/// @note Not thread safe for CullThreadPerCamera threading mode.
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class LightListCallback : public osg::NodeCallback
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{
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public:
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LightListCallback()
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: mLightManager(NULL)
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, mLastFrameNumber(0)
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{}
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LightListCallback(const LightListCallback& copy, const osg::CopyOp& copyop)
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: osg::Object(copy, copyop), osg::NodeCallback(copy, copyop)
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, mLightManager(copy.mLightManager)
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, mLastFrameNumber(0)
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{}
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META_Object(SceneUtil, LightListCallback)
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void operator()(osg::Node* node, osg::NodeVisitor* nv);
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private:
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LightManager* mLightManager;
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unsigned int mLastFrameNumber;
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LightManager::LightList mLightList;
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};
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/// @brief Configures a light's attenuation according to vanilla Morrowind attenuation settings.
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void configureLight(osg::Light* light, float radius, bool isExterior, bool outQuadInLin, bool useQuadratic, float quadraticValue,
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float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue);
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}
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#endif
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