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			489 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			489 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "lightmanager.hpp"
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#include <osgUtil/CullVisitor>
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#include <components/sceneutil/util.hpp>
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namespace SceneUtil
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{
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    class LightStateCache
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    {
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    public:
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        osg::Light* lastAppliedLight[8];
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    };
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    LightStateCache* getLightStateCache(unsigned int contextid)
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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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        return &cacheVector[contextid];
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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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            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 (unsigned int 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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        unsigned int 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 (unsigned int 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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    // 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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                mLightManager = findLightManager(nv->getNodePath());
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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()), nv->getTraversalNumber());
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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, 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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        : mStartLight(0)
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        , mLightingMask(~0u)
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    {
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        setUpdateCallback(new LightManagerUpdateCallback);
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        for (unsigned int i=0; i<8; ++i)
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            mDummies.push_back(new LightStateAttribute(i, std::vector<osg::ref_ptr<osg::Light> >()));
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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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        , mStartLight(copy.mStartLight)
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        , mLightingMask(copy.mLightingMask)
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    {
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    }
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    void LightManager::setLightingMask(unsigned int mask)
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    {
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        mLightingMask = mask;
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    }
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    unsigned int LightManager::getLightingMask() const
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    {
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        return mLightingMask;
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    }
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    void LightManager::update()
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    {
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        mLights.clear();
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        mLightsInViewSpace.clear();
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        // do an occasional cleanup for orphaned lights
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        for (int i=0; i<2; ++i)
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        {
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            if (mStateSetCache[i].size() > 5000)
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                mStateSetCache[i].clear();
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        }
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    }
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    void LightManager::addLight(LightSource* lightSource, const osg::Matrixf& worldMat, unsigned int frameNum)
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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(frameNum)->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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    /* similar to the boost::hash_combine */
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    template <class T>
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    inline void hash_combine(std::size_t& seed, const T& v)
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    {
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        std::hash<T> hasher;
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        seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
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    }
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    osg::ref_ptr<osg::StateSet> LightManager::getLightListStateSet(const LightList &lightList, unsigned int frameNum)
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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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            hash_combine(hash, lightList[i]->mLightSource->getId());
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        LightStateSetMap& stateSetCache = mStateSetCache[frameNum%2];
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        LightStateSetMap::iterator found = stateSetCache.find(hash);
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        if (found != stateSetCache.end())
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            return found->second;
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        else
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        {
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            osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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            std::vector<osg::ref_ptr<osg::Light> > lights;
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            lights.reserve(lightList.size());
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            for (unsigned int i=0; i<lightList.size();++i)
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                lights.push_back(lightList[i]->mLightSource->getLight(frameNum));
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            // the first light state attribute handles the actual state setting for all lights
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            // it's best to batch these up so that we don't need to touch the modelView matrix more than necessary
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            // don't use setAttributeAndModes, that does not support light indices!
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            stateset->setAttribute(new LightStateAttribute(mStartLight, std::move(lights)), osg::StateAttribute::ON);
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            for (unsigned int i=0; i<lightList.size(); ++i)
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                stateset->setMode(GL_LIGHT0 + mStartLight + i, osg::StateAttribute::ON);
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            // need to push some dummy attributes to ensure proper state tracking
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            // lights need to reset to their default when the StateSet is popped
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            for (unsigned int i=1; i<lightList.size(); ++i)
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                stateset->setAttribute(mDummies[i+mStartLight].get(), osg::StateAttribute::ON);
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            stateSetCache.emplace(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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    const std::vector<LightManager::LightSourceViewBound>& LightManager::getLightsInViewSpace(osg::Camera *camera, const osg::RefMatrix* viewMatrix)
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    {
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        osg::observer_ptr<osg::Camera> camPtr (camera);
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        std::map<osg::observer_ptr<osg::Camera>, LightSourceViewBoundCollection>::iterator it = mLightsInViewSpace.find(camPtr);
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        if (it == mLightsInViewSpace.end())
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        {
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            it = mLightsInViewSpace.insert(std::make_pair(camPtr, LightSourceViewBoundCollection())).first;
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            for (std::vector<LightSourceTransform>::iterator lightIt = mLights.begin(); lightIt != mLights.end(); ++lightIt)
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            {
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                osg::Matrixf worldViewMat = lightIt->mWorldMatrix * (*viewMatrix);
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                osg::BoundingSphere viewBound = osg::BoundingSphere(osg::Vec3f(0,0,0), lightIt->mLightSource->getRadius());
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                transformBoundingSphere(worldViewMat, viewBound);
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                LightSourceViewBound l;
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                l.mLightSource = lightIt->mLightSource;
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                l.mViewBound = viewBound;
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                it->second.push_back(l);
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            }
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        }
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        return it->second;
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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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        virtual osg::Object* cloneType() const { return new DisableLight(mIndex); }
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        virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new DisableLight(*this,copyop); }
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        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const DisableLight *>(obj)!=nullptr; }
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        virtual const char* libraryName() const { return "SceneUtil"; }
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        virtual const char* className() const { return "DisableLight"; }
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        virtual Type getType() const { return LIGHT; }
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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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            usage.usesMode(GL_LIGHT0 + mIndex);
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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("DisableLight::compare: unimplemented");
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        }
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        virtual void apply(osg::State& state) const
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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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        unsigned int mIndex;
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        osg::Vec4f mnullptr;
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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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        // Set default light state to zero
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        // This is necessary because shaders don't respect glDisable(GL_LIGHTX) so in addition to disabling
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        // we'll have to set a light state that has no visible effect
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        for (int i=start; i<8; ++i)
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        {
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            osg::ref_ptr<DisableLight> defaultLight (new DisableLight(i));
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            getOrCreateStateSet()->setAttributeAndModes(defaultLight, osg::StateAttribute::OFF);
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        }
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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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    static int sLightId = 0;
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    LightSource::LightSource()
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        : mRadius(0.f)
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    {
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        setUpdateCallback(new CollectLightCallback);
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        mId = sLightId++;
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    }
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    LightSource::LightSource(const LightSource ©, const osg::CopyOp ©op)
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        : osg::Node(copy, copyop)
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        , mRadius(copy.mRadius)
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    {
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        mId = sLightId++;
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        for (int i=0; i<2; ++i)
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            mLight[i] = new osg::Light(*copy.mLight[i].get(), copyop);
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    }
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    bool sortLights (const LightManager::LightSourceViewBound* left, const LightManager::LightSourceViewBound* right)
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    {
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        return left->mViewBound.center().length2() - left->mViewBound.radius2()*81 < right->mViewBound.center().length2() - right->mViewBound.radius2()*81;
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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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        bool pushedState = pushLightState(node, cv);
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        traverse(node, nv);
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        if (pushedState)
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            cv->popStateSet();
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    }
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    bool LightListCallback::pushLightState(osg::Node *node, osgUtil::CullVisitor *cv)
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    {
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        if (!mLightManager)
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        {
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            mLightManager = findLightManager(cv->getNodePath());
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            if (!mLightManager)
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                return false;
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        }
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        if (!(cv->getTraversalMask() & mLightManager->getLightingMask()))
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            return false;
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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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        // update light list if necessary
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        // makes sure we don't update it more than once per frame when rendering with multiple cameras
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        if (mLastFrameNumber != cv->getTraversalNumber())
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        {
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            mLastFrameNumber = cv->getTraversalNumber();
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            // Don't use Camera::getViewMatrix, that one might be relative to another camera!
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            const osg::RefMatrix* viewMatrix = cv->getCurrentRenderStage()->getInitialViewMatrix();
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            const std::vector<LightManager::LightSourceViewBound>& lights = mLightManager->getLightsInViewSpace(cv->getCurrentCamera(), viewMatrix);
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            // get the node bounds in view space
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            // NB do not node->getBound() * modelView, that would apply the node's transformation twice
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            osg::BoundingSphere nodeBound;
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            osg::Transform* transform = node->asTransform();
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            if (transform)
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						|
            {
 | 
						|
                for (unsigned int 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 (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())
 | 
						|
        {
 | 
						|
            unsigned int maxLights = static_cast<unsigned int> (8 - mLightManager->getStartLight());
 | 
						|
 | 
						|
            osg::StateSet* stateset = nullptr;
 | 
						|
 | 
						|
            if (mLightList.size() > maxLights)
 | 
						|
            {
 | 
						|
                // remove lights culled by this camera
 | 
						|
                LightManager::LightList lightList = mLightList;
 | 
						|
                for (LightManager::LightList::iterator it = lightList.begin(); it != lightList.end() && lightList.size() > maxLights; )
 | 
						|
                {
 | 
						|
                    osg::CullStack::CullingStack& stack = cv->getModelViewCullingStack();
 | 
						|
 | 
						|
                    osg::BoundingSphere bs = (*it)->mViewBound;
 | 
						|
                    bs._radius = bs._radius*2;
 | 
						|
                    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());
 | 
						|
            }
 | 
						|
            else
 | 
						|
                stateset = mLightManager->getLightListStateSet(mLightList, cv->getTraversalNumber());
 | 
						|
 | 
						|
 | 
						|
            cv->pushStateSet(stateset);
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
}
 |