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openmw/components/sceneutil/lightmanager.cpp

1032 lines
39 KiB
C++

#include "lightmanager.hpp"
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#include <osg/BufferObject>
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#include <osg/BufferIndexBinding>
#include <osg/Endian>
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#include <osgUtil/CullVisitor>
#include <components/sceneutil/util.hpp>
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#include <components/misc/stringops.hpp>
#include <components/settings/settings.hpp>
#include <components/debug/debuglog.hpp>
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#include "apps/openmw/mwrender/vismask.hpp"
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namespace
{
/* similar to the boost::hash_combine */
template <class T>
inline void hash_combine(std::size_t& seed, const T& v)
{
std::hash<T> hasher;
seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
}
bool sortLights(const SceneUtil::LightManager::LightSourceViewBound* left, const SceneUtil::LightManager::LightSourceViewBound* right)
{
return left->mViewBound.center().length2() - left->mViewBound.radius2()*81 < right->mViewBound.center().length2() - right->mViewBound.radius2()*81;
}
float getLightRadius(const osg::Light* light)
{
float value = 0.0;
light->getUserValue("radius", value);
return value;
}
void setLightRadius(osg::Light* light, float value)
{
light->setUserValue("radius", value);
}
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}
namespace SceneUtil
{
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static int sLightId = 0;
class LightBuffer : public osg::Referenced
{
public:
LightBuffer(int count) : mData(new osg::Vec4Array(3*count)), mEndian(osg::getCpuByteOrder()) {}
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void setDiffuse(int index, const osg::Vec4& value)
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{
*(unsigned int*)(&(*mData)[3*index][0]) = asRGBA(value);
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}
void setAmbient(int index, const osg::Vec4& value)
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{
*(unsigned int*)(&(*mData)[3*index][1]) = asRGBA(value);
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}
void setSpecular(int index, const osg::Vec4& value)
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{
*(unsigned int*)(&(*mData)[3*index][2]) = asRGBA(value);
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}
void setPosition(int index, const osg::Vec4& value)
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{
(*mData)[3*index+1] = value;
}
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void setAttenuation(int index, float c, float l, float q)
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{
(*mData)[3*index+2][0] = c;
(*mData)[3*index+2][1] = l;
(*mData)[3*index+2][2] = q;
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}
void setRadius(int index, float value)
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{
(*mData)[3*index+2][3] = value;
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}
auto getPosition(int index)
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{
return (*mData)[3*index+1];
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}
auto& getData() { return mData; }
void dirty() { mData->dirty(); }
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static constexpr int queryBlockSize(int sz)
{
return 3 * osg::Vec4::num_components * sizeof(GL_FLOAT) * sz;
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}
unsigned int asRGBA(const osg::Vec4& value) const
{
return mEndian == osg::BigEndian ? value.asABGR() : value.asRGBA();
}
osg::ref_ptr<osg::Vec4Array> mData;
osg::Endian mEndian;
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};
class LightStateCache
{
public:
std::vector<osg::Light*> lastAppliedLight;
};
LightStateCache* getLightStateCache(size_t contextid, size_t size = 8)
{
static std::vector<LightStateCache> cacheVector;
if (cacheVector.size() < contextid+1)
cacheVector.resize(contextid+1);
cacheVector[contextid].lastAppliedLight.resize(size);
return &cacheVector[contextid];
}
void configureStateSetSunOverride(LightingMethod method, const osg::Light* light, osg::StateSet* stateset, int mode)
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{
switch (method)
{
case LightingMethod::FFP:
break;
case LightingMethod::PerObjectUniform:
{
stateset->addUniform(new osg::Uniform("LightBuffer[0].diffuse", light->getDiffuse()), mode);
stateset->addUniform(new osg::Uniform("LightBuffer[0].ambient", light->getAmbient()), mode);
stateset->addUniform(new osg::Uniform("LightBuffer[0].specular", light->getSpecular()), mode);
stateset->addUniform(new osg::Uniform("LightBuffer[0].position", light->getPosition()), mode);
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break;
}
case LightingMethod::SingleUBO:
{
osg::ref_ptr<LightBuffer> buffer = new LightBuffer(1);
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buffer->setDiffuse(0, light->getDiffuse());
buffer->setAmbient(0, light->getAmbient());
buffer->setSpecular(0, light->getSpecular());
buffer->setPosition(0, light->getPosition());
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osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
buffer->mData->setBufferObject(ubo);
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), buffer->mData.get(), 0, buffer->mData->getTotalDataSize());
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stateset->setAttributeAndModes(ubb, mode);
break;
}
}
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}
class DisableLight : public osg::StateAttribute
{
public:
DisableLight() : mIndex(0) {}
DisableLight(int index) : mIndex(index) {}
DisableLight(const DisableLight& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
: osg::StateAttribute(copy,copyop), mIndex(copy.mIndex) {}
osg::Object* cloneType() const override { return new DisableLight(mIndex); }
osg::Object* clone(const osg::CopyOp& copyop) const override { return new DisableLight(*this,copyop); }
bool isSameKindAs(const osg::Object* obj) const override { return dynamic_cast<const DisableLight *>(obj)!=nullptr; }
const char* libraryName() const override { return "SceneUtil"; }
const char* className() const override { return "DisableLight"; }
Type getType() const override { return LIGHT; }
unsigned int getMember() const override
{
return mIndex;
}
bool getModeUsage(ModeUsage & usage) const override
{
usage.usesMode(GL_LIGHT0 + mIndex);
return true;
}
int compare(const StateAttribute &sa) const override
{
throw std::runtime_error("DisableLight::compare: unimplemented");
}
void apply(osg::State& state) const override
{
int lightNum = GL_LIGHT0 + mIndex;
glLightfv( lightNum, GL_AMBIENT, mnullptr.ptr() );
glLightfv( lightNum, GL_DIFFUSE, mnullptr.ptr() );
glLightfv( lightNum, GL_SPECULAR, mnullptr.ptr() );
LightStateCache* cache = getLightStateCache(state.getContextID());
cache->lastAppliedLight[mIndex] = nullptr;
}
private:
size_t mIndex;
osg::Vec4f mnullptr;
};
class FFPLightStateAttribute : public osg::StateAttribute
{
public:
FFPLightStateAttribute() : mIndex(0) {}
FFPLightStateAttribute(size_t index, const std::vector<osg::ref_ptr<osg::Light> >& lights) : mIndex(index), mLights(lights) {}
FFPLightStateAttribute(const FFPLightStateAttribute& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
: osg::StateAttribute(copy,copyop), mIndex(copy.mIndex), mLights(copy.mLights) {}
unsigned int getMember() const override
{
return mIndex;
}
bool getModeUsage(ModeUsage & usage) const override
{
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for (size_t i=0; i<mLights.size(); ++i)
usage.usesMode(GL_LIGHT0 + mIndex + i);
return true;
}
int compare(const StateAttribute &sa) const override
{
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throw std::runtime_error("FFPLightStateAttribute::compare: unimplemented");
}
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META_StateAttribute(NifOsg, FFPLightStateAttribute, osg::StateAttribute::LIGHT)
void apply(osg::State& state) const override
{
if (mLights.empty())
return;
osg::Matrix modelViewMatrix = state.getModelViewMatrix();
state.applyModelViewMatrix(state.getInitialViewMatrix());
LightStateCache* cache = getLightStateCache(state.getContextID());
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for (size_t i=0; i<mLights.size(); ++i)
{
osg::Light* current = cache->lastAppliedLight[i+mIndex];
if (current != mLights[i].get())
{
applyLight((GLenum)((int)GL_LIGHT0 + i + mIndex), mLights[i].get());
cache->lastAppliedLight[i+mIndex] = mLights[i].get();
}
}
state.applyModelViewMatrix(modelViewMatrix);
}
void applyLight(GLenum lightNum, const osg::Light* light) const
{
glLightfv( lightNum, GL_AMBIENT, light->getAmbient().ptr() );
glLightfv( lightNum, GL_DIFFUSE, light->getDiffuse().ptr() );
glLightfv( lightNum, GL_SPECULAR, light->getSpecular().ptr() );
glLightfv( lightNum, GL_POSITION, light->getPosition().ptr() );
// TODO: enable this once spot lights are supported
// need to transform SPOT_DIRECTION by the world matrix?
//glLightfv( lightNum, GL_SPOT_DIRECTION, light->getDirection().ptr() );
//glLightf ( lightNum, GL_SPOT_EXPONENT, light->getSpotExponent() );
//glLightf ( lightNum, GL_SPOT_CUTOFF, light->getSpotCutoff() );
glLightf ( lightNum, GL_CONSTANT_ATTENUATION, light->getConstantAttenuation() );
glLightf ( lightNum, GL_LINEAR_ATTENUATION, light->getLinearAttenuation() );
glLightf ( lightNum, GL_QUADRATIC_ATTENUATION, light->getQuadraticAttenuation() );
}
private:
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size_t mIndex;
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std::vector<osg::ref_ptr<osg::Light>> mLights;
};
LightManager* findLightManager(const osg::NodePath& path)
{
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for (size_t i=0;i<path.size(); ++i)
{
if (LightManager* lightManager = dynamic_cast<LightManager*>(path[i]))
return lightManager;
}
return nullptr;
}
class LightStateAttributePerObjectUniform : public osg::StateAttribute
{
public:
LightStateAttributePerObjectUniform() {}
LightStateAttributePerObjectUniform(const std::vector<osg::ref_ptr<osg::Light>>& lights, LightManager* lightManager) : mLights(lights), mLightManager(lightManager) {}
LightStateAttributePerObjectUniform(const LightStateAttributePerObjectUniform& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
: osg::StateAttribute(copy,copyop), mLights(copy.mLights), mLightManager(copy.mLightManager) {}
int compare(const StateAttribute &sa) const override
{
throw std::runtime_error("LightStateAttributePerObjectUniform::compare: unimplemented");
}
META_StateAttribute(NifOsg, LightStateAttributePerObjectUniform, osg::StateAttribute::LIGHT)
void apply(osg::State &state) const override
{
osg::Matrix modelViewMatrix = state.getModelViewMatrix();
state.applyModelViewMatrix(state.getInitialViewMatrix());
LightStateCache* cache = getLightStateCache(state.getContextID(), mLightManager->getMaxLights());
for (size_t i = 0; i < mLights.size(); ++i)
{
osg::Light* current = cache->lastAppliedLight[i];
auto light = mLights[i];
if (current != light.get())
{
mLightManager->getLightUniform(i+1, LightManager::UniformKey::Diffuse)->set(light->getDiffuse());
mLightManager->getLightUniform(i+1, LightManager::UniformKey::Ambient)->set(light->getAmbient());
mLightManager->getLightUniform(i+1, LightManager::UniformKey::Attenuation)->set(osg::Vec4(light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation(), getLightRadius(light)));
mLightManager->getLightUniform(i+1, LightManager::UniformKey::Position)->set(light->getPosition() * state.getModelViewMatrix());
cache->lastAppliedLight[i] = mLights[i];
}
}
state.applyModelViewMatrix(modelViewMatrix);
}
private:
std::vector<osg::ref_ptr<osg::Light>> mLights;
LightManager* mLightManager;
};
struct StateSetGenerator
{
LightManager* mLightManager;
virtual ~StateSetGenerator() {}
virtual osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) = 0;
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 re-validated in case the light indicies change. There is no actual link between
// a lights 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);
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())));
return stateset;
}
};
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// 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
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{
public:
LightManagerCullCallback(LightManager* lightManager) : mLightManager(lightManager) {}
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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);
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), bo->getData().get(), 0, bo->getData()->getTotalDataSize());
stateset->setAttributeAndModes(ubb.get(), osg::StateAttribute::ON);
}
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auto sun = mLightManager->getSunlight();
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if (sun)
{
if (mLightManager->getLightingMethod() == LightingMethod::PerObjectUniform)
{
mLightManager->getLightUniform(0, LightManager::UniformKey::Diffuse)->set(sun->getDiffuse());
mLightManager->getLightUniform(0, LightManager::UniformKey::Ambient)->set(sun->getAmbient());
mLightManager->getLightUniform(0, LightManager::UniformKey::Specular)->set(sun->getSpecular());
mLightManager->getLightUniform(0, LightManager::UniformKey::Position)->set(sun->getPosition() * (*cv->getCurrentRenderStage()->getInitialViewMatrix()));
}
else
{
auto buf = mLightManager->getLightBuffer(mLastFrameNumber);
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buf->setDiffuse(0, sun->getDiffuse());
buf->setAmbient(0, sun->getAmbient());
buf->setSpecular(0, sun->getSpecular());
buf->setPosition(0, sun->getPosition() * (*cv->getCurrentRenderStage()->getInitialViewMatrix()));
}
}
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}
traverse(node, nv);
}
private:
LightManager* mLightManager;
size_t mLastFrameNumber;
};
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class LightManagerStateAttribute : public osg::StateAttribute
{
public:
LightManagerStateAttribute() : mLightManager(nullptr) {}
LightManagerStateAttribute(LightManager* lightManager) : mLightManager(lightManager) {}
LightManagerStateAttribute(const LightManagerStateAttribute& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
: osg::StateAttribute(copy,copyop),mLightManager(copy.mLightManager) {}
int compare(const StateAttribute &sa) const override
{
throw std::runtime_error("LightManagerStateAttribute::compare: unimplemented");
}
META_StateAttribute(NifOsg, LightManagerStateAttribute, osg::StateAttribute::LIGHT)
void apply(osg::State& state) const override
{
mLightManager->getLightBuffer(state.getFrameStamp()->getFrameNumber())->dirty();
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}
LightManager* mLightManager;
};
bool LightManager::isValidLightingModelString(const std::string& value)
{
static const std::unordered_set<std::string> validLightingModels = {"legacy", "default", "experimental"};
return validLightingModels.count(value) != 0;
}
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LightManager::LightManager(bool ffp)
: mStartLight(0)
, mLightingMask(~0u)
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, mSun(nullptr)
, mPointLightRadiusMultiplier(std::max(0.0f, Settings::Manager::getFloat("light bounds multiplier", "Shaders")))
{
auto lightingModelString = Settings::Manager::getString("lighting method", "Shaders");
bool validLightingModel = isValidLightingModelString(lightingModelString);
if (!validLightingModel)
Log(Debug::Error) << "Invalid option for 'lighting model': got '" << lightingModelString
<< "', expected legacy, default, or experimental.";
if (ffp || !validLightingModel)
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{
setMaxLights(LightManager::mFFPMaxLights);
setLightingMethod(LightingMethod::FFP);
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for (int i=0; i<getMaxLights(); ++i)
mDummies.push_back(new FFPLightStateAttribute(i, std::vector<osg::ref_ptr<osg::Light> >()));
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setUpdateCallback(new LightManagerUpdateCallback);
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return;
}
osg::GLExtensions* exts = osg::GLExtensions::Get(0, false);
bool supportsUBO = exts && exts->isUniformBufferObjectSupported;
bool supportsGPU4 = exts && exts->isGpuShader4Supported;
if (!supportsUBO)
Log(Debug::Info) << "GL_ARB_uniform_buffer_object not supported: using fallback uniforms";
else if (!supportsGPU4)
Log(Debug::Info) << "GL_EXT_gpu_shader4 not supported: using fallback uniforms";
int targetLights = Settings::Manager::getInt("max lights", "Shaders");
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auto* stateset = getOrCreateStateSet();
if (!supportsUBO || !supportsGPU4 || lightingModelString == "default")
{
setLightingMethod(LightingMethod::PerObjectUniform);
setMaxLights(std::max(2, targetLights));
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mLightUniforms.resize(getMaxLights()+1);
for (size_t i = 0; i < mLightUniforms.size(); ++i)
{
osg::ref_ptr<osg::Uniform> udiffuse = new osg::Uniform(osg::Uniform::FLOAT_VEC4, ("LightBuffer[" + std::to_string(i) + "].diffuse").c_str());
osg::ref_ptr<osg::Uniform> uspecular = new osg::Uniform(osg::Uniform::FLOAT_VEC4, ("LightBuffer[" + std::to_string(i) + "].specular").c_str());
osg::ref_ptr<osg::Uniform> uambient = new osg::Uniform(osg::Uniform::FLOAT_VEC4, ("LightBuffer[" + std::to_string(i) + "].ambient").c_str());
osg::ref_ptr<osg::Uniform> uposition = new osg::Uniform(osg::Uniform::FLOAT_VEC4, ("LightBuffer[" + std::to_string(i) + "].position").c_str());
osg::ref_ptr<osg::Uniform> uattenuation = new osg::Uniform(osg::Uniform::FLOAT_VEC4, ("LightBuffer[" + std::to_string(i) + "].attenuation").c_str());
mLightUniforms[i].emplace(UniformKey::Diffuse, udiffuse);
mLightUniforms[i].emplace(UniformKey::Ambient, uambient);
mLightUniforms[i].emplace(UniformKey::Specular, uspecular);
mLightUniforms[i].emplace(UniformKey::Position, uposition);
mLightUniforms[i].emplace(UniformKey::Attenuation, uattenuation);
stateset->addUniform(udiffuse);
stateset->addUniform(uambient);
stateset->addUniform(uposition);
stateset->addUniform(uattenuation);
// specular isn't used besides sun, complete waste to upload it
if (i == 0)
stateset->addUniform(uspecular);
}
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}
else
{
setLightingMethod(LightingMethod::SingleUBO);
setMaxLights(std::clamp(targetLights, 2, getMaxLightsInScene() / 2));
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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);
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mLightBuffers[i]->getData()->setBufferObject(ubo);
}
stateset->setAttribute(new LightManagerStateAttribute(this), osg::StateAttribute::ON);
}
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stateset->addUniform(new osg::Uniform("PointLightCount", 0));
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setUpdateCallback(new LightManagerUpdateCallback);
addCullCallback(new LightManagerCullCallback(this));
}
LightManager::LightManager(const LightManager &copy, const osg::CopyOp &copyop)
: osg::Group(copy, copyop)
, mStartLight(copy.mStartLight)
, mLightingMask(copy.mLightingMask)
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, mSun(copy.mSun)
, mLightingMethod(copy.mLightingMethod)
{
}
LightingMethod LightManager::getLightingMethod() const
{
return mLightingMethod;
}
LightManager::~LightManager()
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{
}
bool LightManager::usingFFP() const
{
return mLightingMethod == LightingMethod::FFP;
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}
int LightManager::getMaxLights() const
{
return mMaxLights;
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}
void LightManager::setMaxLights(int value)
{
mMaxLights = value;
}
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int LightManager::getMaxLightsInScene() const
{
static constexpr int max = 16384 / LightBuffer::queryBlockSize(1);
return max;
}
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Shader::ShaderManager::DefineMap LightManager::getLightDefines() const
{
Shader::ShaderManager::DefineMap defines;
bool ffp = usingFFP();
defines["ffpLighting"] = ffp ? "1" : "0";
defines["maxLights"] = std::to_string(getMaxLights());
defines["maxLightsInScene"] = std::to_string(getMaxLightsInScene());
defines["lightingModel"] = std::to_string(static_cast<int>(mLightingMethod));
defines["useUBO"] = std::to_string(mLightingMethod == LightingMethod::SingleUBO);
// exposes bitwise operators
defines["useGPUShader4"] = std::to_string(mLightingMethod == LightingMethod::SingleUBO);
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return defines;
}
void LightManager::setLightingMethod(LightingMethod method)
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{
mLightingMethod = method;
switch (method)
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{
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;
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}
mStateSetGenerator->mLightManager = this;
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}
void LightManager::setLightingMask(size_t mask)
{
mLightingMask = mask;
}
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size_t LightManager::getLightingMask() const
{
return mLightingMask;
}
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void LightManager::setStartLight(int start)
{
if (!usingFFP()) return;
mStartLight = start;
// Set default light state to zero
// This is necessary because shaders don't respect glDisable(GL_LIGHTX) so in addition to disabling
// we'll have to set a light state that has no visible effect
for (int i=start; i<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)
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{
getLightIndexMap(frameNum).clear();
mLights.clear();
mLightsInViewSpace.clear();
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// Do an occasional cleanup for orphaned lights.
for (int i=0; i<2; ++i)
{
if (mStateSetCache[i].size() > 5000)
mStateSetCache[i].clear();
}
}
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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);
}
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void LightManager::setSunlight(osg::ref_ptr<osg::Light> sun)
{
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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;
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for (size_t i=0; i<lightList.size();++i)
{
auto id = lightList[i]->mLightSource->getId();
hash_combine(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;
}
else
{
auto stateset = mStateSetGenerator->generate(lightList, frameNum);
stateSetCache.emplace(hash, stateset);
return stateset;
}
return new osg::StateSet;
}
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const std::vector<LightManager::LightSourceViewBound>& LightManager::getLightsInViewSpace(osg::Camera *camera, const osg::RefMatrix* viewMatrix, size_t frameNum)
{
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);
LightSourceViewBound l;
l.mLightSource = transform.mLightSource;
l.mViewBound = viewBound;
it->second.push_back(l);
}
}
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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)
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{
auto* light = lightSource->getLight(frameNum);
auto& buf = getLightBuffer(frameNum);
buf->setDiffuse(index, light->getDiffuse());
buf->setAmbient(index, light->getSpecular());
buf->setAttenuation(index, light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation());
buf->setRadius(index, lightSource->getRadius());
buf->setPosition(index, light->getPosition() * (*viewMatrix));
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}
LightSource::LightSource()
: mRadius(0.f)
{
setUpdateCallback(new CollectLightCallback);
mId = sLightId++;
}
LightSource::LightSource(const LightSource &copy, const osg::CopyOp &copyop)
: osg::Node(copy, copyop)
, mRadius(copy.mRadius)
{
mId = sLightId++;
for (int i=0; i<2; ++i)
mLight[i] = new osg::Light(*copy.mLight[i].get(), copyop);
}
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();
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const std::vector<LightManager::LightSourceViewBound>& lights = mLightManager->getLightsInViewSpace(cv->getCurrentCamera(), viewMatrix, mLastFrameNumber);
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// 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)
{
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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();
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for (size_t 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())
{
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size_t maxLights = mLightManager->getMaxLights() - mLightManager->getStartLight();
osg::StateSet* stateset = nullptr;
if (mLightList.size() > maxLights)
{
// remove lights culled by this camera
LightManager::LightList lightList = mLightList;
for (auto it = lightList.begin(); it != lightList.end() && lightList.size() > maxLights; )
{
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osg::CullStack::CullingStack& stack = cv->getModelViewCullingStack();
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osg::BoundingSphere bs = (*it)->mViewBound;
bs._radius = bs._radius * 2.0;
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osg::CullingSet& cullingSet = stack.front();
if (cullingSet.isCulled(bs))
{
it = lightList.erase(it);
continue;
}
else
++it;
}
if (lightList.size() > maxLights)
{
// sort by proximity to camera, then get rid of furthest away lights
std::sort(lightList.begin(), lightList.end(), sortLights);
while (lightList.size() > maxLights)
lightList.pop_back();
}
stateset = mLightManager->getLightListStateSet(lightList, cv->getTraversalNumber(), cv->getCurrentRenderStage()->getInitialViewMatrix());
}
else
stateset = mLightManager->getLightListStateSet(mLightList, cv->getTraversalNumber(), cv->getCurrentRenderStage()->getInitialViewMatrix());
cv->pushStateSet(stateset);
return true;
}
return false;
}
}