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1399 lines
52 KiB
C++
1399 lines
52 KiB
C++
#include "lightmanager.hpp"
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#include <array>
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#include <osg/BufferObject>
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#include <osg/BufferIndexBinding>
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#include <osg/Endian>
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#include <osg/Version>
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#include <osg/ValueObject>
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#include <osgUtil/CullVisitor>
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#include <components/sceneutil/util.hpp>
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#include <components/misc/hash.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/debug/debuglog.hpp>
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namespace
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{
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bool sortLights(const SceneUtil::LightManager::LightSourceViewBound* left, const SceneUtil::LightManager::LightSourceViewBound* right)
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{
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static auto constexpr illuminationBias = 81.f;
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return left->mViewBound.center().length2() - left->mViewBound.radius2()*illuminationBias < right->mViewBound.center().length2() - right->mViewBound.radius2()*illuminationBias;
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}
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float getLightRadius(const osg::Light* light)
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{
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float value = 0.0;
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light->getUserValue("radius", value);
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return value;
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}
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void setLightRadius(osg::Light* light, float value)
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{
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light->setUserValue("radius", value);
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}
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void configurePosition(osg::Matrixf& mat, const osg::Vec4& pos)
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{
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mat(0, 0) = pos.x();
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mat(0, 1) = pos.y();
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mat(0, 2) = pos.z();
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}
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void configureAmbient(osg::Matrixf& mat, const osg::Vec4& color)
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{
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mat(1, 0) = color.r();
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mat(1, 1) = color.g();
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mat(1, 2) = color.b();
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}
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void configureDiffuse(osg::Matrixf& mat, const osg::Vec4& color)
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{
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mat(2, 0) = color.r();
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mat(2, 1) = color.g();
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mat(2, 2) = color.b();
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}
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void configureSpecular(osg::Matrixf& mat, const osg::Vec4& color)
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{
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mat(3, 0) = color.r();
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mat(3, 1) = color.g();
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mat(3, 2) = color.b();
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mat(3, 3) = color.a();
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}
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void configureAttenuation(osg::Matrixf& mat, float c, float l, float q, float r)
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{
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mat(0, 3) = c;
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mat(1, 3) = l;
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mat(2, 3) = q;
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mat(3, 3) = r;
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}
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bool isReflectionCamera(osg::Camera* camera)
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{
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return (camera->getName() == "ReflectionCamera");
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}
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}
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namespace SceneUtil
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{
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static int sLightId = 0;
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// Handles a GLSL shared layout by using configured offsets and strides to fill a continuous buffer, making the data upload to GPU simpler.
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class LightBuffer : public osg::Referenced
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{
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public:
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enum LayoutOffset
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{
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Diffuse,
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DiffuseSign,
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Ambient,
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Specular,
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Position,
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AttenuationRadius
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};
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LightBuffer(int count)
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: mData(new osg::FloatArray(3*4*count))
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, mEndian(osg::getCpuByteOrder())
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, mCount(count)
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, mCachedSunPos(osg::Vec4())
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{
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}
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LightBuffer(const LightBuffer&) = delete;
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void setDiffuse(int index, const osg::Vec4& value)
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{
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// Deal with negative lights (negative diffuse) by passing a sign bit in the unused alpha component
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auto positiveColor = value;
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unsigned int signBit = 1;
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if (value[0] < 0)
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{
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positiveColor *= -1.0;
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signBit = ~0u;
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}
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unsigned int packedColor = asRGBA(positiveColor);
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std::memcpy(&(*mData)[getOffset(index, Diffuse)], &packedColor, sizeof(unsigned int));
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std::memcpy(&(*mData)[getOffset(index, DiffuseSign)], &signBit, sizeof(unsigned int));
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}
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void setAmbient(int index, const osg::Vec4& value)
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{
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unsigned int packed = asRGBA(value);
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std::memcpy(&(*mData)[getOffset(index, Ambient)], &packed, sizeof(unsigned int));
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}
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void setSpecular(int index, const osg::Vec4& value)
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{
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unsigned int packed = asRGBA(value);
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std::memcpy(&(*mData)[getOffset(index, Specular)], &packed, sizeof(unsigned int));
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}
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void setPosition(int index, const osg::Vec4& value)
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{
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std::memcpy(&(*mData)[getOffset(index, Position)], value.ptr(), sizeof(osg::Vec4f));
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}
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void setAttenuationRadius(int index, const osg::Vec4& value)
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{
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std::memcpy(&(*mData)[getOffset(index, AttenuationRadius)], value.ptr(), sizeof(osg::Vec4f));
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}
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auto& getData()
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{
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return mData;
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}
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void dirty()
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{
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mData->dirty();
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}
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static constexpr int queryBlockSize(int sz)
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{
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return 3 * osg::Vec4::num_components * sizeof(GLfloat) * sz;
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}
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void setCachedSunPos(const osg::Vec4& pos)
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{
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mCachedSunPos = pos;
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}
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void uploadCachedSunPos(const osg::Matrix& viewMat)
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{
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osg::Vec4 viewPos = mCachedSunPos * viewMat;
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std::memcpy(&(*mData)[getOffset(0, Position)], viewPos.ptr(), sizeof(osg::Vec4f));
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}
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unsigned int asRGBA(const osg::Vec4& value) const
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{
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return mEndian == osg::BigEndian ? value.asABGR() : value.asRGBA();
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}
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int getOffset(int index, LayoutOffset slot) const
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{
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return mOffsets.get(index, slot);
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}
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void configureLayout(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int size, int stride)
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{
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const Offsets offsets(offsetColors, offsetPosition, offsetAttenuationRadius, stride);
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// Copy cloned data using current layout into current data using new layout.
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// This allows to preserve osg::FloatArray buffer object in mData.
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const auto data = mData->asVector();
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mData->resizeArray(static_cast<unsigned>(size));
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for (int i = 0; i < mCount; ++i)
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{
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std::memcpy(&(*mData)[offsets.get(i, Diffuse)], data.data() + getOffset(i, Diffuse), sizeof(osg::Vec4f));
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std::memcpy(&(*mData)[offsets.get(i, Position)], data.data() + getOffset(i, Position), sizeof(osg::Vec4f));
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std::memcpy(&(*mData)[offsets.get(i, AttenuationRadius)], data.data() + getOffset(i, AttenuationRadius), sizeof(osg::Vec4f));
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}
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mOffsets = offsets;
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}
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private:
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class Offsets
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{
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public:
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Offsets()
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: mStride(12)
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{
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mValues[Diffuse] = 0;
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mValues[Ambient] = 1;
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mValues[Specular] = 2;
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mValues[DiffuseSign] = 3;
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mValues[Position] = 4;
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mValues[AttenuationRadius] = 8;
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}
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Offsets(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int stride)
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: mStride((offsetAttenuationRadius + sizeof(GLfloat) * osg::Vec4::num_components + stride) / 4)
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{
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constexpr auto sizeofFloat = sizeof(GLfloat);
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const auto diffuseOffset = offsetColors / sizeofFloat;
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mValues[Diffuse] = diffuseOffset;
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mValues[Ambient] = diffuseOffset + 1;
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mValues[Specular] = diffuseOffset + 2;
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mValues[DiffuseSign] = diffuseOffset + 3;
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mValues[Position] = offsetPosition / sizeofFloat;
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mValues[AttenuationRadius] = offsetAttenuationRadius / sizeofFloat;
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}
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int get(int index, LayoutOffset slot) const
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{
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return mStride * index + mValues[slot];
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}
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private:
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int mStride;
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std::array<int, 6> mValues;
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};
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osg::ref_ptr<osg::FloatArray> mData;
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osg::Endian mEndian;
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int mCount;
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Offsets mOffsets;
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osg::Vec4 mCachedSunPos;
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};
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class LightStateCache
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{
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public:
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std::vector<osg::Light*> lastAppliedLight;
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};
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LightStateCache* getLightStateCache(size_t contextid, size_t size = 8)
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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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cacheVector[contextid].lastAppliedLight.resize(size);
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return &cacheVector[contextid];
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}
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void configureStateSetSunOverride(LightManager* lightManager, const osg::Light* light, osg::StateSet* stateset, int mode)
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{
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auto method = lightManager->getLightingMethod();
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switch (method)
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{
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case LightingMethod::FFP:
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{
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break;
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}
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case LightingMethod::PerObjectUniform:
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{
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osg::Matrixf lightMat;
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configurePosition(lightMat, light->getPosition());
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configureAmbient(lightMat, light->getAmbient());
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configureDiffuse(lightMat, light->getDiffuse());
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configureSpecular(lightMat, light->getSpecular());
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osg::ref_ptr<osg::Uniform> uni = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", lightManager->getMaxLights());
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uni->setElement(0, lightMat);
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stateset->addUniform(uni, mode);
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break;
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}
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case LightingMethod::SingleUBO:
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{
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osg::ref_ptr<LightBuffer> buffer = new LightBuffer(lightManager->getMaxLightsInScene());
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buffer->setDiffuse(0, light->getDiffuse());
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buffer->setAmbient(0, light->getAmbient());
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buffer->setSpecular(0, light->getSpecular());
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buffer->setPosition(0, light->getPosition());
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osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
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buffer->getData()->setBufferObject(ubo);
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#if OSG_VERSION_GREATER_OR_EQUAL(3,5,7)
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osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), buffer->getData(), 0, buffer->getData()->getTotalDataSize());
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#else
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osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), ubo, 0, buffer->getData()->getTotalDataSize());
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#endif
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stateset->setAttributeAndModes(ubb, mode);
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break;
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}
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}
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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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osg::Object* cloneType() const override { return new DisableLight(mIndex); }
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osg::Object* clone(const osg::CopyOp& copyop) const override { return new DisableLight(*this,copyop); }
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bool isSameKindAs(const osg::Object* obj) const override { return dynamic_cast<const DisableLight *>(obj)!=nullptr; }
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const char* libraryName() const override { return "SceneUtil"; }
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const char* className() const override { return "DisableLight"; }
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Type getType() const override { return LIGHT; }
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unsigned int getMember() const override
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{
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return mIndex;
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}
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bool getModeUsage(ModeUsage & usage) const override
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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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int compare(const StateAttribute &sa) const override
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{
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throw std::runtime_error("DisableLight::compare: unimplemented");
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}
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void apply(osg::State& state) const override
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{
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int lightNum = GL_LIGHT0 + mIndex;
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glLightfv(lightNum, GL_AMBIENT, mNullptr.ptr());
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glLightfv(lightNum, GL_DIFFUSE, mNullptr.ptr());
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glLightfv(lightNum, GL_SPECULAR, mNullptr.ptr());
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LightStateCache* cache = getLightStateCache(state.getContextID());
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cache->lastAppliedLight[mIndex] = nullptr;
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}
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private:
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size_t mIndex;
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osg::Vec4f mNullptr;
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};
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class FFPLightStateAttribute : public osg::StateAttribute
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{
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public:
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FFPLightStateAttribute() : mIndex(0) {}
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FFPLightStateAttribute(size_t index, const std::vector<osg::ref_ptr<osg::Light> >& lights) : mIndex(index), mLights(lights) {}
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FFPLightStateAttribute(const FFPLightStateAttribute& 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 override
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{
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return mIndex;
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}
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bool getModeUsage(ModeUsage & usage) const override
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{
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for (size_t 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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int compare(const StateAttribute &sa) const override
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{
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throw std::runtime_error("FFPLightStateAttribute::compare: unimplemented");
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}
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META_StateAttribute(NifOsg, FFPLightStateAttribute, osg::StateAttribute::LIGHT)
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void apply(osg::State& state) const override
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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 (size_t 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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size_t 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 (size_t 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 nullptr;
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}
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class LightStateAttributePerObjectUniform : public osg::StateAttribute
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{
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public:
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LightStateAttributePerObjectUniform() : mLightManager(nullptr) {}
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LightStateAttributePerObjectUniform(const std::vector<osg::ref_ptr<osg::Light>>& lights, LightManager* lightManager) : mLights(lights), mLightManager(lightManager) {}
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LightStateAttributePerObjectUniform(const LightStateAttributePerObjectUniform& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
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: osg::StateAttribute(copy,copyop), mLights(copy.mLights), mLightManager(copy.mLightManager) {}
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int compare(const StateAttribute &sa) const override
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{
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throw std::runtime_error("LightStateAttributePerObjectUniform::compare: unimplemented");
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}
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META_StateAttribute(NifOsg, LightStateAttributePerObjectUniform, osg::StateAttribute::LIGHT)
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void resize(int numLights)
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{
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mLights.resize(std::min(static_cast<size_t>(numLights), mLights.size()));
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}
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void apply(osg::State &state) const override
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{
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osg::StateSet* stateSet = mLightManager->getStateSet();
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if (!stateSet)
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return;
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auto* lightUniform = stateSet->getUniform("LightBuffer");
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for (size_t i = 0; i < mLights.size(); ++i)
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{
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auto light = mLights[i];
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osg::Matrixf lightMat;
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configurePosition(lightMat, light->getPosition() * state.getInitialViewMatrix());
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configureAmbient(lightMat, light->getAmbient());
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configureDiffuse(lightMat, light->getDiffuse());
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configureAttenuation(lightMat, light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation(), getLightRadius(light));
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lightUniform->setElement(i+1, lightMat);
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}
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auto sun = mLightManager->getSunlightBuffer(state.getFrameStamp()->getFrameNumber());
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configurePosition(sun, osg::Vec4(sun(0,0), sun(0,1), sun(0,2), 0.0) * state.getInitialViewMatrix());
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lightUniform->setElement(0, sun);
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lightUniform->dirty();
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}
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private:
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std::vector<osg::ref_ptr<osg::Light>> mLights;
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LightManager* mLightManager;
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};
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struct StateSetGenerator
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{
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LightManager* mLightManager;
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virtual ~StateSetGenerator() {}
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virtual osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) = 0;
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|
|
virtual void update(osg::StateSet* stateset, const LightManager::LightList& lightList, size_t frameNum) {}
|
|
};
|
|
|
|
struct StateSetGeneratorFFP : StateSetGenerator
|
|
{
|
|
osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) override
|
|
{
|
|
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
|
|
|
|
std::vector<osg::ref_ptr<osg::Light>> lights;
|
|
lights.reserve(lightList.size());
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
lights.emplace_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
|
|
// don't use setAttributeAndModes, that does not support light indices!
|
|
stateset->setAttribute(new FFPLightStateAttribute(mLightManager->getStartLight(), std::move(lights)), osg::StateAttribute::ON);
|
|
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
stateset->setMode(GL_LIGHT0 + mLightManager->getStartLight() + i, 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 (size_t i = 1; i < lightList.size(); ++i)
|
|
stateset->setAttribute(mLightManager->getDummies()[i + mLightManager->getStartLight()].get(), osg::StateAttribute::ON);
|
|
|
|
return stateset;
|
|
}
|
|
};
|
|
|
|
struct StateSetGeneratorSingleUBO : StateSetGenerator
|
|
{
|
|
osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) override
|
|
{
|
|
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
|
|
|
|
osg::ref_ptr<osg::IntArray> indices = new osg::IntArray(mLightManager->getMaxLights());
|
|
osg::ref_ptr<osg::Uniform> indicesUni = new osg::Uniform(osg::Uniform::Type::INT, "PointLightIndex", indices->size());
|
|
int pointCount = 0;
|
|
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
{
|
|
int bufIndex = mLightManager->getLightIndexMap(frameNum)[lightList[i]->mLightSource->getId()];
|
|
indices->at(pointCount++) = bufIndex;
|
|
}
|
|
indicesUni->setArray(indices);
|
|
stateset->addUniform(indicesUni);
|
|
stateset->addUniform(new osg::Uniform("PointLightCount", pointCount));
|
|
|
|
return stateset;
|
|
}
|
|
|
|
// Cached statesets must be revalidated in case the light indices change. There is no actual link between
|
|
// a light's ID and the buffer index it will eventually be assigned (or reassigned) to.
|
|
void update(osg::StateSet* stateset, const LightManager::LightList& lightList, size_t frameNum) override
|
|
{
|
|
int newCount = 0;
|
|
int oldCount;
|
|
|
|
auto uOldArray = stateset->getUniform("PointLightIndex");
|
|
auto uOldCount = stateset->getUniform("PointLightCount");
|
|
|
|
uOldCount->get(oldCount);
|
|
|
|
// max lights count can change during runtime
|
|
oldCount = std::min(mLightManager->getMaxLights(), oldCount);
|
|
|
|
auto& lightData = mLightManager->getLightIndexMap(frameNum);
|
|
|
|
for (int i = 0; i < oldCount; ++i)
|
|
{
|
|
auto* lightSource = lightList[i]->mLightSource;
|
|
auto it = lightData.find(lightSource->getId());
|
|
if (it != lightData.end())
|
|
uOldArray->setElement(newCount++, it->second);
|
|
}
|
|
|
|
uOldArray->dirty();
|
|
uOldCount->set(newCount);
|
|
}
|
|
};
|
|
|
|
struct StateSetGeneratorPerObjectUniform : StateSetGenerator
|
|
{
|
|
osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) override
|
|
{
|
|
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
|
|
|
|
std::vector<osg::ref_ptr<osg::Light>> lights(lightList.size());
|
|
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
{
|
|
auto* light = lightList[i]->mLightSource->getLight(frameNum);
|
|
lights[i] = light;
|
|
setLightRadius(light, lightList[i]->mLightSource->getRadius());
|
|
}
|
|
|
|
stateset->setAttributeAndModes(new LightStateAttributePerObjectUniform(std::move(lights), mLightManager), osg::StateAttribute::ON);
|
|
|
|
stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size() + 1)));
|
|
|
|
return stateset;
|
|
}
|
|
};
|
|
|
|
// 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(nullptr) { }
|
|
|
|
CollectLightCallback(const CollectLightCallback& copy, const osg::CopyOp& copyop)
|
|
: osg::NodeCallback(copy, copyop)
|
|
, mLightManager(nullptr) { }
|
|
|
|
META_Object(SceneUtil, SceneUtil::CollectLightCallback)
|
|
|
|
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
|
|
{
|
|
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)
|
|
|
|
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
|
|
{
|
|
LightManager* lightManager = static_cast<LightManager*>(node);
|
|
lightManager->update(nv->getTraversalNumber());
|
|
|
|
traverse(node, nv);
|
|
}
|
|
};
|
|
|
|
class LightManagerCullCallback : public osg::NodeCallback
|
|
{
|
|
public:
|
|
LightManagerCullCallback(LightManager* lightManager) : mLightManager(lightManager), mLastFrameNumber(0) {}
|
|
|
|
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
|
|
{
|
|
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
|
|
|
|
if (mLastFrameNumber != cv->getTraversalNumber())
|
|
{
|
|
mLastFrameNumber = cv->getTraversalNumber();
|
|
|
|
if (mLightManager->getLightingMethod() == LightingMethod::SingleUBO)
|
|
{
|
|
auto stateset = mLightManager->getStateSet();
|
|
auto bo = mLightManager->getLightBuffer(mLastFrameNumber);
|
|
|
|
#if OSG_VERSION_GREATER_OR_EQUAL(3,5,7)
|
|
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), bo->getData(), 0, bo->getData()->getTotalDataSize());
|
|
#else
|
|
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), bo->getData()->getBufferObject(), 0, bo->getData()->getTotalDataSize());
|
|
#endif
|
|
stateset->setAttributeAndModes(ubb, osg::StateAttribute::ON);
|
|
}
|
|
|
|
auto sun = mLightManager->getSunlight();
|
|
|
|
if (sun)
|
|
{
|
|
// we must defer uploading the transformation to view-space position to deal with different cameras (e.g. reflection RTT).
|
|
if (mLightManager->getLightingMethod() == LightingMethod::PerObjectUniform)
|
|
{
|
|
osg::Matrixf lightMat;
|
|
configurePosition(lightMat, sun->getPosition());
|
|
configureAmbient(lightMat, sun->getAmbient());
|
|
configureDiffuse(lightMat, sun->getDiffuse());
|
|
configureSpecular(lightMat, sun->getSpecular());
|
|
mLightManager->setSunlightBuffer(lightMat, mLastFrameNumber);
|
|
}
|
|
else
|
|
{
|
|
auto buf = mLightManager->getLightBuffer(mLastFrameNumber);
|
|
|
|
buf->setCachedSunPos(sun->getPosition());
|
|
buf->setAmbient(0, sun->getAmbient());
|
|
buf->setDiffuse(0, sun->getDiffuse());
|
|
buf->setSpecular(0, sun->getSpecular());
|
|
}
|
|
}
|
|
}
|
|
|
|
traverse(node, nv);
|
|
}
|
|
|
|
private:
|
|
LightManager* mLightManager;
|
|
size_t mLastFrameNumber;
|
|
};
|
|
|
|
class LightManagerStateAttribute : public osg::StateAttribute
|
|
{
|
|
public:
|
|
LightManagerStateAttribute()
|
|
: mLightManager(nullptr)
|
|
, mInitLayout(false)
|
|
{
|
|
}
|
|
|
|
LightManagerStateAttribute(LightManager* lightManager)
|
|
: mLightManager(lightManager)
|
|
, mDummyProgram(new osg::Program)
|
|
, mInitLayout(false)
|
|
{
|
|
static const std::string dummyVertSource = generateDummyShader(mLightManager->getMaxLightsInScene());
|
|
|
|
// Needed to query the layout of the buffer object. The layout specifier needed to use the std140 layout is not reliably
|
|
// available, regardless of extensions, until GLSL 140.
|
|
mDummyProgram->addShader(new osg::Shader(osg::Shader::VERTEX, dummyVertSource));
|
|
mDummyProgram->addBindUniformBlock("LightBufferBinding", static_cast<int>(Shader::UBOBinding::LightBuffer));
|
|
}
|
|
|
|
LightManagerStateAttribute(const LightManagerStateAttribute& copy, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
|
|
: osg::StateAttribute(copy,copyop), mLightManager(copy.mLightManager), mInitLayout(copy.mInitLayout) {}
|
|
|
|
int compare(const StateAttribute &sa) const override
|
|
{
|
|
throw std::runtime_error("LightManagerStateAttribute::compare: unimplemented");
|
|
}
|
|
|
|
META_StateAttribute(NifOsg, LightManagerStateAttribute, osg::StateAttribute::LIGHT)
|
|
|
|
void initSharedLayout(osg::GLExtensions* ext, int handle) const
|
|
{
|
|
constexpr std::array<unsigned int, 1> index = { static_cast<unsigned int>(Shader::UBOBinding::LightBuffer) };
|
|
int totalBlockSize = -1;
|
|
int stride = -1;
|
|
|
|
ext->glGetActiveUniformBlockiv(handle, 0, GL_UNIFORM_BLOCK_DATA_SIZE, &totalBlockSize);
|
|
ext->glGetActiveUniformsiv(handle, index.size(), index.data(), GL_UNIFORM_ARRAY_STRIDE, &stride);
|
|
|
|
std::array<const char*, 3> names = {
|
|
"LightBuffer[0].packedColors",
|
|
"LightBuffer[0].position",
|
|
"LightBuffer[0].attenuation",
|
|
};
|
|
std::vector<unsigned int> indices(names.size());
|
|
std::vector<int> offsets(names.size());
|
|
|
|
ext->glGetUniformIndices(handle, names.size(), names.data(), indices.data());
|
|
ext->glGetActiveUniformsiv(handle, indices.size(), indices.data(), GL_UNIFORM_OFFSET, offsets.data());
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
mLightManager->getLightBuffer(i)->configureLayout(offsets[0], offsets[1], offsets[2], totalBlockSize, stride);
|
|
}
|
|
|
|
void apply(osg::State& state) const override
|
|
{
|
|
if (!mInitLayout)
|
|
{
|
|
mDummyProgram->apply(state);
|
|
auto handle = mDummyProgram->getPCP(state)->getHandle();
|
|
auto* ext = state.get<osg::GLExtensions>();
|
|
|
|
int activeUniformBlocks = 0;
|
|
ext->glGetProgramiv(handle, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks);
|
|
|
|
// wait until the UBO binding is created
|
|
if (activeUniformBlocks > 0)
|
|
{
|
|
initSharedLayout(ext, handle);
|
|
mInitLayout = true;
|
|
}
|
|
}
|
|
mLightManager->getLightBuffer(state.getFrameStamp()->getFrameNumber())->uploadCachedSunPos(state.getInitialViewMatrix());
|
|
mLightManager->getLightBuffer(state.getFrameStamp()->getFrameNumber())->dirty();
|
|
}
|
|
|
|
private:
|
|
|
|
std::string generateDummyShader(int maxLightsInScene)
|
|
{
|
|
const std::string define = "@maxLightsInScene";
|
|
|
|
std::string shader = R"GLSL(
|
|
#version 120
|
|
#extension GL_ARB_uniform_buffer_object : require
|
|
struct LightData {
|
|
ivec4 packedColors;
|
|
vec4 position;
|
|
vec4 attenuation;
|
|
};
|
|
uniform LightBufferBinding {
|
|
LightData LightBuffer[@maxLightsInScene];
|
|
};
|
|
void main()
|
|
{
|
|
gl_Position = vec4(0.0);
|
|
}
|
|
)GLSL";
|
|
|
|
shader.replace(shader.find(define), define.length(), std::to_string(maxLightsInScene));
|
|
return shader;
|
|
}
|
|
|
|
LightManager* mLightManager;
|
|
osg::ref_ptr<osg::Program> mDummyProgram;
|
|
mutable bool mInitLayout;
|
|
};
|
|
|
|
const std::unordered_map<std::string, LightingMethod> LightManager::mLightingMethodSettingMap = {
|
|
{"legacy", LightingMethod::FFP}
|
|
,{"shaders compatibility", LightingMethod::PerObjectUniform}
|
|
,{"shaders", LightingMethod::SingleUBO}
|
|
};
|
|
|
|
LightingMethod LightManager::getLightingMethodFromString(const std::string& value)
|
|
{
|
|
auto it = LightManager::mLightingMethodSettingMap.find(value);
|
|
if (it != LightManager::mLightingMethodSettingMap.end())
|
|
return it->second;
|
|
|
|
constexpr const char* fallback = "shaders compatibility";
|
|
Log(Debug::Warning) << "Unknown lighting method '" << value << "', returning fallback '" << fallback << "'";
|
|
return LightingMethod::PerObjectUniform;
|
|
}
|
|
|
|
std::string LightManager::getLightingMethodString(LightingMethod method)
|
|
{
|
|
for (const auto& p : LightManager::mLightingMethodSettingMap)
|
|
if (p.second == method)
|
|
return p.first;
|
|
return "";
|
|
}
|
|
|
|
LightManager::~LightManager()
|
|
{
|
|
getOrCreateStateSet()->removeAttribute(osg::StateAttribute::LIGHT);
|
|
}
|
|
|
|
LightManager::LightManager(bool ffp)
|
|
: mStartLight(0)
|
|
, mLightingMask(~0u)
|
|
, mSun(nullptr)
|
|
, mPointLightRadiusMultiplier(1.f)
|
|
, mPointLightFadeEnd(0.f)
|
|
, mPointLightFadeStart(0.f)
|
|
{
|
|
osg::GLExtensions* exts = osg::GLExtensions::Get(0, false);
|
|
bool supportsUBO = exts && exts->isUniformBufferObjectSupported;
|
|
bool supportsGPU4 = exts && exts->isGpuShader4Supported;
|
|
|
|
mSupported[static_cast<int>(LightingMethod::FFP)] = true;
|
|
mSupported[static_cast<int>(LightingMethod::PerObjectUniform)] = true;
|
|
mSupported[static_cast<int>(LightingMethod::SingleUBO)] = supportsUBO && supportsGPU4;
|
|
|
|
setUpdateCallback(new LightManagerUpdateCallback);
|
|
|
|
if (ffp)
|
|
{
|
|
initFFP(mFFPMaxLights);
|
|
return;
|
|
}
|
|
|
|
std::string lightingMethodString = Settings::Manager::getString("lighting method", "Shaders");
|
|
auto lightingMethod = LightManager::getLightingMethodFromString(lightingMethodString);
|
|
|
|
static bool hasLoggedWarnings = false;
|
|
|
|
if (lightingMethod == LightingMethod::SingleUBO && !hasLoggedWarnings)
|
|
{
|
|
if (!supportsUBO)
|
|
Log(Debug::Warning) << "GL_ARB_uniform_buffer_object not supported: switching to shader compatibility lighting mode";
|
|
if (!supportsGPU4)
|
|
Log(Debug::Warning) << "GL_EXT_gpu_shader4 not supported: switching to shader compatibility lighting mode";
|
|
hasLoggedWarnings = true;
|
|
}
|
|
|
|
int targetLights = std::clamp(Settings::Manager::getInt("max lights", "Shaders"), mMaxLightsLowerLimit, mMaxLightsUpperLimit);
|
|
|
|
if (!supportsUBO || !supportsGPU4 || lightingMethod == LightingMethod::PerObjectUniform)
|
|
initPerObjectUniform(targetLights);
|
|
else
|
|
initSingleUBO(targetLights);
|
|
|
|
updateSettings();
|
|
|
|
getOrCreateStateSet()->addUniform(new osg::Uniform("PointLightCount", 0));
|
|
|
|
addCullCallback(new LightManagerCullCallback(this));
|
|
}
|
|
|
|
LightManager::LightManager(const LightManager ©, const osg::CopyOp ©op)
|
|
: osg::Group(copy, copyop)
|
|
, mStartLight(copy.mStartLight)
|
|
, mLightingMask(copy.mLightingMask)
|
|
, mSun(copy.mSun)
|
|
, mLightingMethod(copy.mLightingMethod)
|
|
, mPointLightRadiusMultiplier(copy.mPointLightRadiusMultiplier)
|
|
, mPointLightFadeEnd(copy.mPointLightFadeEnd)
|
|
, mPointLightFadeStart(copy.mPointLightFadeStart)
|
|
, mMaxLights(copy.mMaxLights)
|
|
{
|
|
}
|
|
|
|
LightingMethod LightManager::getLightingMethod() const
|
|
{
|
|
return mLightingMethod;
|
|
}
|
|
|
|
bool LightManager::usingFFP() const
|
|
{
|
|
return mLightingMethod == LightingMethod::FFP;
|
|
}
|
|
|
|
int LightManager::getMaxLights() const
|
|
{
|
|
return mMaxLights;
|
|
}
|
|
|
|
void LightManager::setMaxLights(int value)
|
|
{
|
|
mMaxLights = value;
|
|
}
|
|
|
|
int LightManager::getMaxLightsInScene() const
|
|
{
|
|
static constexpr int max = 16384 / LightBuffer::queryBlockSize(1);
|
|
return max;
|
|
}
|
|
|
|
Shader::ShaderManager::DefineMap LightManager::getLightDefines() const
|
|
{
|
|
Shader::ShaderManager::DefineMap defines;
|
|
|
|
defines["maxLights"] = std::to_string(getMaxLights());
|
|
defines["maxLightsInScene"] = std::to_string(getMaxLightsInScene());
|
|
defines["lightingMethodFFP"] = getLightingMethod() == LightingMethod::FFP ? "1" : "0";
|
|
defines["lightingMethodPerObjectUniform"] = getLightingMethod() == LightingMethod::PerObjectUniform ? "1" : "0";
|
|
defines["lightingMethodUBO"] = getLightingMethod() == LightingMethod::SingleUBO ? "1" : "0";
|
|
defines["useUBO"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
|
|
// exposes bitwise operators
|
|
defines["useGPUShader4"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
|
|
defines["getLight"] = getLightingMethod() == LightingMethod::FFP ? "gl_LightSource" : "LightBuffer";
|
|
defines["startLight"] = getLightingMethod() == LightingMethod::SingleUBO ? "0" : "1";
|
|
defines["endLight"] = getLightingMethod() == LightingMethod::FFP ? defines["maxLights"] : "PointLightCount";
|
|
|
|
return defines;
|
|
}
|
|
|
|
void LightManager::processChangedSettings(const Settings::CategorySettingVector& changed)
|
|
{
|
|
updateSettings();
|
|
}
|
|
|
|
void LightManager::updateMaxLights()
|
|
{
|
|
if (usingFFP())
|
|
return;
|
|
|
|
int targetLights = std::clamp(Settings::Manager::getInt("max lights", "Shaders"), mMaxLightsLowerLimit, mMaxLightsUpperLimit);
|
|
setMaxLights(targetLights);
|
|
|
|
if (getLightingMethod() == LightingMethod::PerObjectUniform)
|
|
{
|
|
auto* prevUniform = getStateSet()->getUniform("LightBuffer");
|
|
osg::ref_ptr<osg::Uniform> newUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights());
|
|
|
|
for (int i = 0; i < getMaxLights(); ++i)
|
|
{
|
|
osg::Matrixf prevLightData;
|
|
prevUniform->getElement(i, prevLightData);
|
|
newUniform->setElement(i, prevLightData);
|
|
}
|
|
|
|
getStateSet()->removeUniform(prevUniform);
|
|
getStateSet()->addUniform(newUniform);
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
for (auto& pair : mStateSetCache[i])
|
|
static_cast<LightStateAttributePerObjectUniform*>(pair.second->getAttribute(osg::StateAttribute::LIGHT))->resize(getMaxLights());
|
|
mStateSetCache[i].clear();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
for (auto& pair : mStateSetCache[i])
|
|
{
|
|
auto& stateset = pair.second;
|
|
osg::Uniform* uOldArray = stateset->getUniform("PointLightIndex");
|
|
osg::Uniform* uOldCount = stateset->getUniform("PointLightCount");
|
|
|
|
int prevCount;
|
|
uOldCount->get(prevCount);
|
|
int newCount = std::min(getMaxLights(), prevCount);
|
|
uOldCount->set(newCount);
|
|
|
|
osg::ref_ptr<osg::IntArray> newArray = uOldArray->getIntArray();
|
|
newArray->resize(newCount);
|
|
|
|
stateset->removeUniform(uOldArray);
|
|
stateset->addUniform(new osg::Uniform("PointLightIndex", newArray));
|
|
}
|
|
mStateSetCache[i].clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
void LightManager::updateSettings()
|
|
{
|
|
if (getLightingMethod() == LightingMethod::FFP)
|
|
return;
|
|
|
|
mPointLightRadiusMultiplier = std::clamp(Settings::Manager::getFloat("light bounds multiplier", "Shaders"), 0.f, 5.f);
|
|
|
|
mPointLightFadeEnd = std::max(0.f, Settings::Manager::getFloat("maximum light distance", "Shaders"));
|
|
if (mPointLightFadeEnd > 0)
|
|
{
|
|
mPointLightFadeStart = std::clamp(Settings::Manager::getFloat("light fade start", "Shaders"), 0.f, 1.f);
|
|
mPointLightFadeStart = mPointLightFadeEnd * mPointLightFadeStart;
|
|
}
|
|
}
|
|
|
|
void LightManager::initFFP(int targetLights)
|
|
{
|
|
setLightingMethod(LightingMethod::FFP);
|
|
setMaxLights(targetLights);
|
|
|
|
for (int i = 0; i < getMaxLights(); ++i)
|
|
mDummies.push_back(new FFPLightStateAttribute(i, std::vector<osg::ref_ptr<osg::Light>>()));
|
|
}
|
|
|
|
void LightManager::initPerObjectUniform(int targetLights)
|
|
{
|
|
auto* stateset = getOrCreateStateSet();
|
|
|
|
setLightingMethod(LightingMethod::PerObjectUniform);
|
|
setMaxLights(targetLights);
|
|
|
|
// ensures sunlight element in our uniform array is updated when there are no point lights in scene
|
|
stateset->setAttributeAndModes(new LightStateAttributePerObjectUniform({}, this), osg::StateAttribute::ON);
|
|
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights()));
|
|
}
|
|
|
|
void LightManager::initSingleUBO(int targetLights)
|
|
{
|
|
setLightingMethod(LightingMethod::SingleUBO);
|
|
setMaxLights(targetLights);
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
mLightBuffers[i] = new LightBuffer(getMaxLightsInScene());
|
|
|
|
osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
|
|
ubo->setUsage(GL_STREAM_DRAW);
|
|
|
|
mLightBuffers[i]->getData()->setBufferObject(ubo);
|
|
}
|
|
|
|
getOrCreateStateSet()->setAttribute(new LightManagerStateAttribute(this), osg::StateAttribute::ON);
|
|
}
|
|
|
|
void LightManager::setLightingMethod(LightingMethod method)
|
|
{
|
|
mLightingMethod = method;
|
|
switch (method)
|
|
{
|
|
case LightingMethod::FFP:
|
|
mStateSetGenerator = std::make_unique<StateSetGeneratorFFP>();
|
|
break;
|
|
case LightingMethod::SingleUBO:
|
|
mStateSetGenerator = std::make_unique<StateSetGeneratorSingleUBO>();
|
|
break;
|
|
case LightingMethod::PerObjectUniform:
|
|
mStateSetGenerator = std::make_unique<StateSetGeneratorPerObjectUniform>();
|
|
break;
|
|
}
|
|
mStateSetGenerator->mLightManager = this;
|
|
}
|
|
|
|
void LightManager::setLightingMask(size_t mask)
|
|
{
|
|
mLightingMask = mask;
|
|
}
|
|
|
|
size_t LightManager::getLightingMask() const
|
|
{
|
|
return mLightingMask;
|
|
}
|
|
|
|
void LightManager::setStartLight(int start)
|
|
{
|
|
mStartLight = start;
|
|
|
|
if (!usingFFP()) return;
|
|
|
|
// 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 < getMaxLights(); ++i)
|
|
{
|
|
osg::ref_ptr<DisableLight> defaultLight (new DisableLight(i));
|
|
getOrCreateStateSet()->setAttributeAndModes(defaultLight, osg::StateAttribute::OFF);
|
|
}
|
|
}
|
|
|
|
int LightManager::getStartLight() const
|
|
{
|
|
return mStartLight;
|
|
}
|
|
|
|
void LightManager::update(size_t frameNum)
|
|
{
|
|
getLightIndexMap(frameNum).clear();
|
|
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, size_t frameNum)
|
|
{
|
|
LightSourceTransform l;
|
|
l.mLightSource = lightSource;
|
|
l.mWorldMatrix = worldMat;
|
|
osg::Vec3f pos = osg::Vec3f(worldMat.getTrans().x(), worldMat.getTrans().y(), worldMat.getTrans().z());
|
|
lightSource->getLight(frameNum)->setPosition(osg::Vec4f(pos, 1.f));
|
|
|
|
mLights.push_back(l);
|
|
}
|
|
|
|
void LightManager::setSunlight(osg::ref_ptr<osg::Light> sun)
|
|
{
|
|
if (usingFFP()) return;
|
|
|
|
mSun = sun;
|
|
}
|
|
|
|
osg::ref_ptr<osg::Light> LightManager::getSunlight()
|
|
{
|
|
return mSun;
|
|
}
|
|
|
|
osg::ref_ptr<osg::StateSet> LightManager::getLightListStateSet(const LightList& lightList, size_t frameNum, const osg::RefMatrix* viewMatrix)
|
|
{
|
|
// possible optimization: return a StateSet containing all requested lights plus some extra lights (if a suitable one exists)
|
|
size_t hash = 0;
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
{
|
|
auto id = lightList[i]->mLightSource->getId();
|
|
Misc::hashCombine(hash, id);
|
|
|
|
if (getLightingMethod() != LightingMethod::SingleUBO)
|
|
continue;
|
|
|
|
if (getLightIndexMap(frameNum).find(id) != getLightIndexMap(frameNum).end())
|
|
continue;
|
|
|
|
int index = getLightIndexMap(frameNum).size() + 1;
|
|
updateGPUPointLight(index, lightList[i]->mLightSource, frameNum, viewMatrix);
|
|
getLightIndexMap(frameNum).emplace(lightList[i]->mLightSource->getId(), index);
|
|
}
|
|
|
|
auto& stateSetCache = mStateSetCache[frameNum%2];
|
|
|
|
auto found = stateSetCache.find(hash);
|
|
if (found != stateSetCache.end())
|
|
{
|
|
mStateSetGenerator->update(found->second, lightList, frameNum);
|
|
return found->second;
|
|
}
|
|
|
|
auto stateset = mStateSetGenerator->generate(lightList, frameNum);
|
|
stateSetCache.emplace(hash, stateset);
|
|
return stateset;
|
|
}
|
|
|
|
const std::vector<LightManager::LightSourceViewBound>& LightManager::getLightsInViewSpace(osg::Camera *camera, const osg::RefMatrix* viewMatrix, size_t frameNum)
|
|
{
|
|
bool isReflection = isReflectionCamera(camera);
|
|
osg::observer_ptr<osg::Camera> camPtr (camera);
|
|
auto it = mLightsInViewSpace.find(camPtr);
|
|
|
|
if (it == mLightsInViewSpace.end())
|
|
{
|
|
it = mLightsInViewSpace.insert(std::make_pair(camPtr, LightSourceViewBoundCollection())).first;
|
|
|
|
for (const auto& transform : mLights)
|
|
{
|
|
osg::Matrixf worldViewMat = transform.mWorldMatrix * (*viewMatrix);
|
|
|
|
float radius = transform.mLightSource->getRadius();
|
|
|
|
osg::BoundingSphere viewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), radius * mPointLightRadiusMultiplier);
|
|
transformBoundingSphere(worldViewMat, viewBound);
|
|
|
|
if (!isReflection && mPointLightFadeEnd != 0.f)
|
|
{
|
|
const float fadeDelta = mPointLightFadeEnd - mPointLightFadeStart;
|
|
float fade = 1 - std::clamp((viewBound.center().length() - mPointLightFadeStart) / fadeDelta, 0.f, 1.f);
|
|
if (fade == 0.f)
|
|
continue;
|
|
|
|
auto* light = transform.mLightSource->getLight(frameNum);
|
|
light->setDiffuse(light->getDiffuse() * fade);
|
|
}
|
|
|
|
LightSourceViewBound l;
|
|
l.mLightSource = transform.mLightSource;
|
|
l.mViewBound = viewBound;
|
|
it->second.push_back(l);
|
|
}
|
|
}
|
|
|
|
if (getLightingMethod() == LightingMethod::SingleUBO)
|
|
{
|
|
if (it->second.size() > static_cast<size_t>(getMaxLightsInScene() - 1))
|
|
{
|
|
auto sorter = [] (const LightSourceViewBound& left, const LightSourceViewBound& right) {
|
|
return left.mViewBound.center().length2() - left.mViewBound.radius2() < right.mViewBound.center().length2() - right.mViewBound.radius2();
|
|
};
|
|
std::sort(it->second.begin() + 1, it->second.end(), sorter);
|
|
it->second.erase((it->second.begin() + 1) + (getMaxLightsInScene() - 2), it->second.end());
|
|
}
|
|
}
|
|
|
|
return it->second;
|
|
}
|
|
|
|
void LightManager::updateGPUPointLight(int index, LightSource* lightSource, size_t frameNum,const osg::RefMatrix* viewMatrix)
|
|
{
|
|
auto* light = lightSource->getLight(frameNum);
|
|
auto& buf = getLightBuffer(frameNum);
|
|
buf->setDiffuse(index, light->getDiffuse());
|
|
buf->setAmbient(index, light->getAmbient());
|
|
buf->setAttenuationRadius(index, osg::Vec4(light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation(), lightSource->getRadius()));
|
|
buf->setPosition(index, light->getPosition() * (*viewMatrix));
|
|
}
|
|
|
|
LightSource::LightSource()
|
|
: mRadius(0.f)
|
|
, mActorFade(1.f)
|
|
{
|
|
setUpdateCallback(new CollectLightCallback);
|
|
mId = sLightId++;
|
|
}
|
|
|
|
LightSource::LightSource(const LightSource ©, const osg::CopyOp ©op)
|
|
: osg::Node(copy, copyop)
|
|
, mRadius(copy.mRadius)
|
|
, mActorFade(copy.mActorFade)
|
|
{
|
|
mId = sLightId++;
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
mLight[i] = new osg::Light(*copy.mLight[i].get(), copyop);
|
|
}
|
|
|
|
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->getTraversalMask() & 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, mLastFrameNumber);
|
|
|
|
// 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 (size_t 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 (size_t i=0; i<lights.size(); ++i)
|
|
mLightListCropped.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())
|
|
{
|
|
size_t maxLights = mLightManager->getMaxLights() - mLightManager->getStartLight();
|
|
|
|
osg::StateSet* stateset = nullptr;
|
|
|
|
if (mLightListCropped.empty())
|
|
{
|
|
mLightListCropped = mLightList;
|
|
if (mLightList.size() > maxLights)
|
|
{
|
|
// remove lights culled by this camera
|
|
for (auto it = mLightListCropped.begin(); it != mLightListCropped.end() && mLightListCropped.size() > maxLights; )
|
|
{
|
|
osg::CullStack::CullingStack& stack = cv->getModelViewCullingStack();
|
|
|
|
osg::BoundingSphere bs = (*it)->mViewBound;
|
|
bs._radius = bs._radius * 2.0;
|
|
osg::CullingSet& cullingSet = stack.front();
|
|
if (cullingSet.isCulled(bs))
|
|
{
|
|
it = mLightListCropped.erase(it);
|
|
continue;
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
|
|
if (mLightListCropped.size() > maxLights)
|
|
{
|
|
// sort by proximity to camera, then get rid of furthest away lights
|
|
std::sort(mLightListCropped.begin(), mLightListCropped.end(), sortLights);
|
|
while (mLightListCropped.size() > maxLights)
|
|
mLightListCropped.pop_back();
|
|
}
|
|
}
|
|
}
|
|
|
|
stateset = mLightManager->getLightListStateSet(mLightListCropped, cv->getTraversalNumber(), cv->getCurrentRenderStage()->getInitialViewMatrix());
|
|
|
|
cv->pushStateSet(stateset);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|