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openmw-tes3mp/components/sceneutil/lightmanager.hpp

178 lines
6.9 KiB
C++

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