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#ifndef OPENMW_COMPONENTS_SCENEUTIL_LIGHTMANAGER_H
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#define OPENMW_COMPONENTS_SCENEUTIL_LIGHTMANAGER_H
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#include <osg/Light>
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#include <osg/Group>
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#include <osg/NodeVisitor>
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namespace SceneUtil
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{
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// This mask should be included in the Cull and Update visitor's traversal mask if lighting is desired.
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const int Mask_Lit = (1<<16);
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/// LightSource managed by a LightManager.
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class LightSource : public osg::Node
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{
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osg::ref_ptr<osg::Light> mLight;
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// The activation radius
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float mRadius;
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int mId;
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public:
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META_Node(SceneUtil, SceneUtil::LightSource)
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LightSource();
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LightSource(const LightSource& copy, const osg::CopyOp& copyop);
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float getRadius() const
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{
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return mRadius;
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}
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void setRadius(float radius)
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{
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mRadius = radius;
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}
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osg::Light* getLight()
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{
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return mLight;
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}
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void setLight(osg::Light* light)
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{
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mLight = light;
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}
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int getId()
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{
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return mId;
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}
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};
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/// All light sources must be a child of the LightManager node. The LightManager can be anywhere in the scene graph,
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/// but would be typically somewhere near the top.
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class LightManager : public osg::Group
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{
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public:
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META_Node(SceneUtil, SceneUtil::LightManager)
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LightManager();
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LightManager(const LightManager& copy, const osg::CopyOp& copyop);
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// Called automatically by the UpdateCallback
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void update();
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// Called automatically by the LightSource's UpdateCallback
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void addLight(LightSource* lightSource, osg::Matrix worldMat);
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struct LightSourceTransform
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{
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LightSource* mLightSource;
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osg::Matrix mWorldMatrix;
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};
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const std::vector<LightSourceTransform>& getLights() const;
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struct LightSourceViewBound
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{
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LightSource* mLightSource;
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osg::BoundingSphere mViewBound;
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};
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const std::vector<LightSourceViewBound>& getLightsInViewSpace(osg::Camera* camera, const osg::RefMatrix* viewMatrix);
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typedef std::vector<const LightSourceViewBound*> LightList;
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osg::ref_ptr<osg::StateSet> getLightListStateSet(const LightList& lightList);
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/// Set the first light index that should be used by this manager, typically the number of directional lights in the scene.
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void setStartLight(int start);
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int getStartLight() const;
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private:
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// Lights collected from the scene graph. Only valid during the cull traversal.
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std::vector<LightSourceTransform> mLights;
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typedef std::vector<LightSourceViewBound> LightSourceViewBoundCollection;
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std::map<osg::observer_ptr<osg::Camera>, LightSourceViewBoundCollection> mLightsInViewSpace;
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// < Light list hash , StateSet >
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typedef std::map<size_t, osg::ref_ptr<osg::StateSet> > LightStateSetMap;
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LightStateSetMap mStateSetCache;
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int mStartLight;
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};
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/// @note Not thread safe for CullThreadPerCamera threading mode.
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class LightListCallback : public osg::NodeCallback
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{
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public:
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LightListCallback()
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: mLightManager(NULL)
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, mLastFrameNumber(0)
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{}
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LightListCallback(const LightListCallback& copy, const osg::CopyOp& copyop)
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: osg::Object(copy, copyop), osg::NodeCallback(copy, copyop)
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, mLightManager(copy.mLightManager)
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, mLastFrameNumber(0)
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{}
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META_Object(NifOsg, LightListCallback)
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void operator()(osg::Node* node, osg::NodeVisitor* nv);
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private:
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LightManager* mLightManager;
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unsigned int mLastFrameNumber;
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LightManager::LightList mLightList;
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};
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/// @brief Configures a light's attenuation according to vanilla Morrowind attenuation settings.
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void configureLight(osg::Light* light, float radius, bool isExterior, bool outQuadInLin, bool useQuadratic, float quadraticValue,
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float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue);
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}
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#endif
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