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