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			328 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "lightmanager.hpp"
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#include <osg/NodeVisitor>
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#include <osg/Geode>
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#include <osgUtil/CullVisitor>
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#include <components/sceneutil/util.hpp>
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#include <boost/functional/hash.hpp>
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#include <iostream>
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#include <stdexcept>
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namespace SceneUtil
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{
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    // Resets the modelview matrix to just the view matrix before applying lights.
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    class LightStateAttribute : public osg::StateAttribute
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    {
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    public:
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        LightStateAttribute() : mIndex(0) {}
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        LightStateAttribute(unsigned int index, const std::vector<osg::ref_ptr<osg::Light> >& lights) : mIndex(index), mLights(lights) {}
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        LightStateAttribute(const LightStateAttribute& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
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            : osg::StateAttribute(copy,copyop), mIndex(copy.mIndex), mLights(copy.mLights) {}
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        unsigned int getMember() const
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        {
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            return mIndex;
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        }
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        virtual bool getModeUsage(ModeUsage & usage) const
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        {
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            for (unsigned int i=0; i<mLights.size(); ++i)
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                usage.usesMode(GL_LIGHT0 + mIndex + i);
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            return true;
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        }
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        virtual int compare(const StateAttribute &sa) const
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        {
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            throw std::runtime_error("LightStateAttribute::compare: unimplemented");
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        }
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        META_StateAttribute(NifOsg, LightStateAttribute, osg::StateAttribute::LIGHT)
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        virtual void apply(osg::State& state) const
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        {
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            osg::Matrix modelViewMatrix = state.getModelViewMatrix();
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            state.applyModelViewMatrix(state.getInitialViewMatrix());
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            for (unsigned int i=0; i<mLights.size(); ++i)
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            {
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                mLights[i]->setLightNum(i+mIndex);
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                mLights[i]->apply(state);
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            }
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            state.applyModelViewMatrix(modelViewMatrix);
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        }
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    private:
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        unsigned int mIndex;
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        std::vector<osg::ref_ptr<osg::Light> > mLights;
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    };
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    // Set on a LightSource. Adds the light source to its light manager for the current frame.
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    // This allows us to keep track of the current lights in the scene graph without tying creation & destruction to the manager.
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    class CollectLightCallback : public osg::NodeCallback
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    {
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    public:
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        CollectLightCallback()
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            : mLightManager(0) { }
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        CollectLightCallback(const CollectLightCallback& copy, const osg::CopyOp& copyop)
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            : osg::NodeCallback(copy, copyop)
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            , mLightManager(0) { }
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        META_Object(SceneUtil, SceneUtil::CollectLightCallback)
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        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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        {
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            if (!mLightManager)
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            {
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                for (unsigned int i=0;i<nv->getNodePath().size(); ++i)
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                {
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                    if (LightManager* lightManager = dynamic_cast<LightManager*>(nv->getNodePath()[i]))
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                    {
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                        mLightManager = lightManager;
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                        break;
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                    }
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                }
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                if (!mLightManager)
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                    throw std::runtime_error("can't find parent LightManager");
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            }
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            mLightManager->addLight(static_cast<LightSource*>(node), osg::computeLocalToWorld(nv->getNodePath()));
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            traverse(node, nv);
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        }
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    private:
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        LightManager* mLightManager;
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    };
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    // Set on a LightManager. Clears the data from the previous frame.
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    class LightManagerUpdateCallback : public osg::NodeCallback
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    {
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    public:
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        LightManagerUpdateCallback()
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            { }
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        LightManagerUpdateCallback(const LightManagerUpdateCallback& copy, const osg::CopyOp& copyop)
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            : osg::NodeCallback(copy, copyop)
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            { }
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        META_Object(SceneUtil, SceneUtil::LightManagerUpdateCallback)
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        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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        {
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            LightManager* lightManager = static_cast<LightManager*>(node);
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            lightManager->update();
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            traverse(node, nv);
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        }
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    };
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    LightManager::LightManager()
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        : mLightsInViewSpace(false)
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        , mStartLight(0)
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    {
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        setUpdateCallback(new LightManagerUpdateCallback);
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    }
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    LightManager::LightManager(const LightManager ©, const osg::CopyOp ©op)
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        : osg::Group(copy, copyop)
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        , mLightsInViewSpace(false)
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        , mStartLight(copy.mStartLight)
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    {
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    }
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    void LightManager::update()
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    {
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        mLightsInViewSpace = false;
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        mLights.clear();
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        mStateSetCache.clear();
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    }
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    void LightManager::addLight(LightSource* lightSource, osg::Matrix worldMat)
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    {
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        LightSourceTransform l;
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        l.mLightSource = lightSource;
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        l.mWorldMatrix = worldMat;
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        lightSource->getLight()->setPosition(osg::Vec4f(worldMat.getTrans().x(),
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                                                        worldMat.getTrans().y(),
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                                                        worldMat.getTrans().z(), 1.f));
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        mLights.push_back(l);
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    }
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    void LightManager::prepareForCamera(osg::Camera *cam)
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    {
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        // later on we need to store this per camera
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        if (!mLightsInViewSpace)
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        {
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            for (std::vector<LightSourceTransform>::iterator it = mLights.begin(); it != mLights.end(); ++it)
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            {
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                LightSourceTransform& l = *it;
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                osg::Matrix worldViewMat = l.mWorldMatrix * cam->getViewMatrix();
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                l.mViewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), l.mLightSource->getRadius());
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                transformBoundingSphere(worldViewMat, l.mViewBound);
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            }
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            mLightsInViewSpace = true;
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        }
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    }
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    osg::ref_ptr<osg::StateSet> LightManager::getLightListStateSet(const LightList &lightList)
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    {
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        // possible optimization: return a StateSet containing all requested lights plus some extra lights (if a suitable one exists)
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        size_t hash = 0;
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        for (unsigned int i=0; i<lightList.size();++i)
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            boost::hash_combine(hash, lightList[i]);
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        LightStateSetMap::iterator found = mStateSetCache.find(hash);
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        if (found != mStateSetCache.end())
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            return found->second;
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        else
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        {
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            std::vector<osg::ref_ptr<osg::Light> > lights;
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            for (unsigned int i=0; i<lightList.size();++i)
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            {
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                const LightSourceTransform& l = mLights[lightList[i]];
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                lights.push_back(l.mLightSource->getLight());
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            }
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            osg::ref_ptr<LightStateAttribute> attr = new LightStateAttribute(mStartLight, lights);
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            osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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            // don't use setAttributeAndModes, that does not support light indices!
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            stateset->setAttribute(attr, osg::StateAttribute::ON);
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            stateset->setAssociatedModes(attr, osg::StateAttribute::ON);
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            mStateSetCache.insert(std::make_pair(hash, stateset));
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            return stateset;
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        }
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    }
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    const std::vector<LightManager::LightSourceTransform>& LightManager::getLights() const
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    {
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        return mLights;
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    }
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    void LightManager::setStartLight(int start)
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    {
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        mStartLight = start;
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    }
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    int LightManager::getStartLight() const
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    {
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        return mStartLight;
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    }
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    LightSource::LightSource()
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        : mRadius(0.f)
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    {
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        setNodeMask(Mask_Lit);
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        setUpdateCallback(new CollectLightCallback);
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    }
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    void LightListCallback::operator()(osg::Node *node, osg::NodeVisitor *nv)
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    {
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        osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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        if (!(cv->getCurrentCamera()->getCullMask()&Mask_Lit))
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        {
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            traverse(node, nv);
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            return;
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        }
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        if (!mLightManager)
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        {
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            for (unsigned int i=0;i<nv->getNodePath().size(); ++i)
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            {
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                if (LightManager* lightManager = dynamic_cast<LightManager*>(nv->getNodePath()[i]))
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                {
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                    mLightManager = lightManager;
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                    break;
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                }
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            }
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            if (!mLightManager)
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            {
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                traverse(node, nv);
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                return;
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            }
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        }
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        mLightManager->prepareForCamera(cv->getCurrentCamera());
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        // Possible optimizations:
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        // - cull list of lights by the camera frustum
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        // - organize lights in a quad tree
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        const std::vector<LightManager::LightSourceTransform>& lights = mLightManager->getLights();
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        if (lights.size())
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        {
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            static std::map<osg::Node*, osg::ref_ptr<osg::StateSet> > statesets;
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            std::map<osg::Node*, osg::ref_ptr<osg::StateSet> >::iterator found = statesets.find(node);
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            osg::ref_ptr<osg::StateSet> stateset;
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            if (found != statesets.end())
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            {
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                stateset = found->second;
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            }
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            else{
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                // we do the intersections in view space
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                osg::BoundingSphere nodeBound = node->getBound();
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                osg::Matrixf mat = *cv->getModelViewMatrix();
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                transformBoundingSphere(mat, nodeBound);
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                std::vector<int> lightList;
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                for (unsigned int i=0; i<lights.size(); ++i)
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                {
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                    const LightManager::LightSourceTransform& l = lights[i];
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                    if (l.mViewBound.intersects(nodeBound))
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                        lightList.push_back(i);
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                }
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                if (lightList.empty())
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                {
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                    statesets[node] = NULL;
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                    traverse(node, nv);
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                    return;
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                }
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                unsigned int maxLights = static_cast<unsigned int> (8 - mLightManager->getStartLight());
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                if (lightList.size() > maxLights)
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                {
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                    //std::cerr << "More than 8 lights!" << std::endl;
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                    // TODO: sort lights by certain criteria
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                    while (lightList.size() > maxLights)
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                        lightList.pop_back();
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                }
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                stateset = mLightManager->getLightListStateSet(lightList);
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                statesets[node] = stateset;
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            }
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            if (stateset)
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                cv->pushStateSet(stateset);
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            traverse(node, nv);
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            if (stateset)
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                cv->popStateSet();
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        }
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        else
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            traverse(node, nv);
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    }
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}
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