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