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1370 lines
49 KiB
C++
1370 lines
49 KiB
C++
#include "lightmanager.hpp"
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#include <algorithm>
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#include <array>
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#include <cstring>
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#include <iterator>
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#include <osg/BufferIndexBinding>
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#include <osg/BufferObject>
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#include <osg/Endian>
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#include <osg/ValueObject>
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#include <osgUtil/CullVisitor>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/shader/shadermanager.hpp>
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#include <components/misc/constants.hpp>
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#include <components/misc/hash.hpp>
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#include <components/debug/debuglog.hpp>
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namespace
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{
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constexpr int maxLightsLowerLimit = 2;
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constexpr int maxLightsUpperLimit = 64;
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constexpr int ffpMaxLights = 8;
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bool sortLights(const SceneUtil::LightManager::LightSourceViewBound* left,
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const SceneUtil::LightManager::LightSourceViewBound* right)
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{
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static auto constexpr illuminationBias = 81.f;
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return left->mViewBound.center().length2() - left->mViewBound.radius2() * illuminationBias
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< right->mViewBound.center().length2() - right->mViewBound.radius2() * illuminationBias;
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}
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void configurePosition(osg::Matrixf& mat, const osg::Vec4& pos)
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{
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mat(0, 0) = pos.x();
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mat(0, 1) = pos.y();
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mat(0, 2) = pos.z();
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}
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void configureAmbient(osg::Matrixf& mat, const osg::Vec4& color)
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{
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mat(1, 0) = color.r();
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mat(1, 1) = color.g();
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mat(1, 2) = color.b();
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}
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void configureDiffuse(osg::Matrixf& mat, const osg::Vec4& color)
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{
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mat(2, 0) = color.r();
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mat(2, 1) = color.g();
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mat(2, 2) = color.b();
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}
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void configureSpecular(osg::Matrixf& mat, const osg::Vec4& color)
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{
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mat(3, 0) = color.r();
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mat(3, 1) = color.g();
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mat(3, 2) = color.b();
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mat(3, 3) = color.a();
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}
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void configureAttenuation(osg::Matrixf& mat, float c, float l, float q, float r)
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{
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mat(0, 3) = c;
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mat(1, 3) = l;
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mat(2, 3) = q;
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mat(3, 3) = r;
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}
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}
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namespace SceneUtil
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{
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namespace
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{
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const std::unordered_map<std::string, LightingMethod> lightingMethodSettingMap = {
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{ "legacy", LightingMethod::FFP },
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{ "shaders compatibility", LightingMethod::PerObjectUniform },
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{ "shaders", LightingMethod::SingleUBO },
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};
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}
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static int sLightId = 0;
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// Handles a GLSL shared layout by using configured offsets and strides to fill a continuous buffer, making the data
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// upload to GPU simpler.
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class LightBuffer : public osg::Referenced
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{
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public:
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enum LayoutOffset
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{
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Diffuse,
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DiffuseSign,
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Ambient,
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Specular,
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Position,
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AttenuationRadius
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};
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LightBuffer(int count)
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: mData(new osg::FloatArray(3 * 4 * count))
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, mEndian(osg::getCpuByteOrder())
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, mCount(count)
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, mCachedSunPos(osg::Vec4())
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{
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}
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LightBuffer(const LightBuffer&) = delete;
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void setDiffuse(int index, const osg::Vec4& value)
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{
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// Deal with negative lights (negative diffuse) by passing a sign bit in the unused alpha component
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auto positiveColor = value;
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unsigned int signBit = 1;
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if (value[0] < 0)
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{
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positiveColor *= -1.0;
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signBit = ~0u;
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}
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unsigned int packedColor = asRGBA(positiveColor);
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std::memcpy(&(*mData)[getOffset(index, Diffuse)], &packedColor, sizeof(unsigned int));
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std::memcpy(&(*mData)[getOffset(index, DiffuseSign)], &signBit, sizeof(unsigned int));
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}
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void setAmbient(int index, const osg::Vec4& value)
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{
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unsigned int packed = asRGBA(value);
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std::memcpy(&(*mData)[getOffset(index, Ambient)], &packed, sizeof(unsigned int));
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}
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void setSpecular(int index, const osg::Vec4& value)
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{
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unsigned int packed = asRGBA(value);
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std::memcpy(&(*mData)[getOffset(index, Specular)], &packed, sizeof(unsigned int));
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}
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void setPosition(int index, const osg::Vec4& value)
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{
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std::memcpy(&(*mData)[getOffset(index, Position)], value.ptr(), sizeof(osg::Vec4f));
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}
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void setAttenuationRadius(int index, const osg::Vec4& value)
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{
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std::memcpy(&(*mData)[getOffset(index, AttenuationRadius)], value.ptr(), sizeof(osg::Vec4f));
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}
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auto& getData() { return mData; }
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void dirty() { mData->dirty(); }
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static constexpr int queryBlockSize(int sz) { return 3 * osg::Vec4::num_components * sizeof(GLfloat) * sz; }
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void setCachedSunPos(const osg::Vec4& pos) { mCachedSunPos = pos; }
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void uploadCachedSunPos(const osg::Matrix& viewMat)
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{
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osg::Vec4 viewPos = mCachedSunPos * viewMat;
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std::memcpy(&(*mData)[getOffset(0, Position)], viewPos.ptr(), sizeof(osg::Vec4f));
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}
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unsigned int asRGBA(const osg::Vec4& value) const
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{
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return mEndian == osg::BigEndian ? value.asABGR() : value.asRGBA();
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}
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int getOffset(int index, LayoutOffset slot) const { return mOffsets.get(index, slot); }
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void configureLayout(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int size, int stride)
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{
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configureLayout(Offsets(offsetColors, offsetPosition, offsetAttenuationRadius, stride), size);
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}
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void configureLayout(const LightBuffer* other)
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{
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mOffsets = other->mOffsets;
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int size = other->mData->size();
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configureLayout(mOffsets, size);
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}
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private:
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class Offsets
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{
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public:
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Offsets()
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: mStride(12)
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{
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mValues[Diffuse] = 0;
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mValues[Ambient] = 1;
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mValues[Specular] = 2;
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mValues[DiffuseSign] = 3;
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mValues[Position] = 4;
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mValues[AttenuationRadius] = 8;
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}
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Offsets(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int stride)
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: mStride((offsetAttenuationRadius + sizeof(GLfloat) * osg::Vec4::num_components + stride) / 4)
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{
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constexpr auto sizeofFloat = sizeof(GLfloat);
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const auto diffuseOffset = offsetColors / sizeofFloat;
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mValues[Diffuse] = diffuseOffset;
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mValues[Ambient] = diffuseOffset + 1;
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mValues[Specular] = diffuseOffset + 2;
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mValues[DiffuseSign] = diffuseOffset + 3;
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mValues[Position] = offsetPosition / sizeofFloat;
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mValues[AttenuationRadius] = offsetAttenuationRadius / sizeofFloat;
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}
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int get(int index, LayoutOffset slot) const { return mStride * index + mValues[slot]; }
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private:
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int mStride;
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std::array<int, 6> mValues;
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};
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void configureLayout(const Offsets& offsets, int size)
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{
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// Copy cloned data using current layout into current data using new layout.
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// This allows to preserve osg::FloatArray buffer object in mData.
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const auto data = mData->asVector();
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mData->resizeArray(static_cast<unsigned>(size));
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for (int i = 0; i < mCount; ++i)
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{
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std::memcpy(
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&(*mData)[offsets.get(i, Diffuse)], data.data() + getOffset(i, Diffuse), sizeof(osg::Vec4f));
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std::memcpy(
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&(*mData)[offsets.get(i, Position)], data.data() + getOffset(i, Position), sizeof(osg::Vec4f));
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std::memcpy(&(*mData)[offsets.get(i, AttenuationRadius)], data.data() + getOffset(i, AttenuationRadius),
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sizeof(osg::Vec4f));
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}
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mOffsets = offsets;
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}
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osg::ref_ptr<osg::FloatArray> mData;
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osg::Endian mEndian;
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int mCount;
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Offsets mOffsets;
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osg::Vec4 mCachedSunPos;
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};
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struct LightStateCache
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{
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std::vector<osg::Light*> lastAppliedLight;
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};
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LightStateCache* getLightStateCache(size_t contextid, size_t size = 8)
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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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cacheVector[contextid].lastAppliedLight.resize(size);
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return &cacheVector[contextid];
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}
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void configureStateSetSunOverride(
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LightManager* lightManager, const osg::Light* light, osg::StateSet* stateset, int mode)
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{
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auto method = lightManager->getLightingMethod();
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switch (method)
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{
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case LightingMethod::FFP:
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{
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break;
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}
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case LightingMethod::PerObjectUniform:
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{
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osg::Matrixf lightMat;
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configurePosition(lightMat, light->getPosition());
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configureAmbient(lightMat, light->getAmbient());
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configureDiffuse(lightMat, light->getDiffuse());
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configureSpecular(lightMat, light->getSpecular());
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stateset->addUniform(lightManager->generateLightBufferUniform(lightMat), mode);
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break;
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}
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case LightingMethod::SingleUBO:
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{
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osg::ref_ptr<LightBuffer> buffer = new LightBuffer(lightManager->getMaxLightsInScene());
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buffer->setDiffuse(0, light->getDiffuse());
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buffer->setAmbient(0, light->getAmbient());
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buffer->setSpecular(0, light->getSpecular());
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buffer->setPosition(0, light->getPosition());
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osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
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buffer->getData()->setBufferObject(ubo);
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osg::ref_ptr<osg::UniformBufferBinding> ubb
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= new osg::UniformBufferBinding(static_cast<int>(Resource::SceneManager::UBOBinding::LightBuffer),
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buffer->getData(), 0, buffer->getData()->getTotalDataSize());
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stateset->setAttributeAndModes(ubb, mode);
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break;
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}
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}
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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()
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: mIndex(0)
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{
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}
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DisableLight(int index)
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: mIndex(index)
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{
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}
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DisableLight(const DisableLight& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY)
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: osg::StateAttribute(copy, copyop)
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, mIndex(copy.mIndex)
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{
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}
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META_StateAttribute(SceneUtil, DisableLight, osg::StateAttribute::LIGHT)
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unsigned int getMember() const override { return mIndex; }
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bool getModeUsage(ModeUsage& usage) const override
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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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int compare(const StateAttribute& sa) const override
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{
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throw std::runtime_error("DisableLight::compare: unimplemented");
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}
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void apply(osg::State& state) const override
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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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size_t mIndex;
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osg::Vec4f mNullptr;
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};
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class FFPLightStateAttribute : public osg::StateAttribute
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{
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public:
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FFPLightStateAttribute()
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: mIndex(0)
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{
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}
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FFPLightStateAttribute(size_t index, const std::vector<osg::ref_ptr<osg::Light>>& lights)
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: mIndex(index)
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, mLights(lights)
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{
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}
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FFPLightStateAttribute(
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const FFPLightStateAttribute& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY)
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: osg::StateAttribute(copy, copyop)
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, mIndex(copy.mIndex)
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, mLights(copy.mLights)
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{
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}
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unsigned int getMember() const override { return mIndex; }
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bool getModeUsage(ModeUsage& usage) const override
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{
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for (size_t 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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int compare(const StateAttribute& sa) const override
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{
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throw std::runtime_error("FFPLightStateAttribute::compare: unimplemented");
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}
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META_StateAttribute(SceneUtil, FFPLightStateAttribute, osg::StateAttribute::LIGHT)
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void apply(osg::State& state) const override
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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 (size_t 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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size_t mIndex;
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std::vector<osg::ref_ptr<osg::Light>> mLights;
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};
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struct StateSetGenerator
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{
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LightManager* mLightManager;
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virtual ~StateSetGenerator() {}
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virtual osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) = 0;
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virtual void update(osg::StateSet* stateset, const LightManager::LightList& lightList, size_t frameNum) {}
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osg::Matrix mViewMatrix;
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};
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struct StateSetGeneratorFFP : StateSetGenerator
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{
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osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) override
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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 (size_t i = 0; i < lightList.size(); ++i)
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lights.emplace_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(
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new FFPLightStateAttribute(mLightManager->getStartLight(), std::move(lights)), osg::StateAttribute::ON);
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for (size_t i = 0; i < lightList.size(); ++i)
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stateset->setMode(GL_LIGHT0 + mLightManager->getStartLight() + 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 (size_t i = 1; i < lightList.size(); ++i)
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stateset->setAttribute(
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mLightManager->getDummies()[i + mLightManager->getStartLight()].get(), osg::StateAttribute::ON);
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return stateset;
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}
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};
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struct StateSetGeneratorSingleUBO : StateSetGenerator
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{
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osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) override
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{
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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osg::ref_ptr<osg::Uniform> indicesUni
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= new osg::Uniform(osg::Uniform::Type::INT, "PointLightIndex", mLightManager->getMaxLights());
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int pointCount = 0;
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for (size_t i = 0; i < lightList.size(); ++i)
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{
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int bufIndex = mLightManager->getLightIndexMap(frameNum)[lightList[i]->mLightSource->getId()];
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indicesUni->setElement(pointCount++, bufIndex);
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}
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stateset->addUniform(indicesUni);
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stateset->addUniform(new osg::Uniform("PointLightCount", pointCount));
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return stateset;
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}
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// Cached statesets must be revalidated in case the light indices change. There is no actual link between
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// a light's ID and the buffer index it will eventually be assigned (or reassigned) to.
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void update(osg::StateSet* stateset, const LightManager::LightList& lightList, size_t frameNum) override
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{
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int newCount = 0;
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int oldCount;
|
|
|
|
auto uOldArray = stateset->getUniform("PointLightIndex");
|
|
auto uOldCount = stateset->getUniform("PointLightCount");
|
|
|
|
uOldCount->get(oldCount);
|
|
|
|
// max lights count can change during runtime
|
|
oldCount = std::min(mLightManager->getMaxLights(), 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;
|
|
osg::ref_ptr<osg::Uniform> data
|
|
= mLightManager->generateLightBufferUniform(mLightManager->getSunlightBuffer(frameNum));
|
|
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
{
|
|
auto* light = lightList[i]->mLightSource->getLight(frameNum);
|
|
osg::Matrixf lightMat;
|
|
configurePosition(lightMat, light->getPosition() * mViewMatrix);
|
|
configureAmbient(lightMat, light->getAmbient());
|
|
configureDiffuse(lightMat, light->getDiffuse());
|
|
configureAttenuation(lightMat, light->getConstantAttenuation(), light->getLinearAttenuation(),
|
|
light->getQuadraticAttenuation(), lightList[i]->mLightSource->getRadius());
|
|
|
|
data->setElement(i + 1, lightMat);
|
|
}
|
|
|
|
stateset->addUniform(data);
|
|
stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size() + 1)));
|
|
|
|
return stateset;
|
|
}
|
|
};
|
|
|
|
LightManager* findLightManager(const osg::NodePath& path)
|
|
{
|
|
for (size_t i = 0; i < path.size(); ++i)
|
|
{
|
|
if (LightManager* lightManager = dynamic_cast<LightManager*>(path[i]))
|
|
return lightManager;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
// 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 NodeCallback<CollectLightCallback>
|
|
{
|
|
public:
|
|
CollectLightCallback()
|
|
: mLightManager(nullptr)
|
|
{
|
|
}
|
|
|
|
CollectLightCallback(const CollectLightCallback& copy, const osg::CopyOp& copyop)
|
|
: NodeCallback<CollectLightCallback>(copy, copyop)
|
|
, mLightManager(nullptr)
|
|
{
|
|
}
|
|
|
|
META_Object(SceneUtil, CollectLightCallback)
|
|
|
|
void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
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 SceneUtil::NodeCallback<LightManagerUpdateCallback>
|
|
{
|
|
public:
|
|
void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
LightManager* lightManager = static_cast<LightManager*>(node);
|
|
lightManager->update(nv->getTraversalNumber());
|
|
|
|
traverse(node, nv);
|
|
}
|
|
};
|
|
|
|
class LightManagerCullCallback
|
|
: public SceneUtil::NodeCallback<LightManagerCullCallback, LightManager*, osgUtil::CullVisitor*>
|
|
{
|
|
public:
|
|
LightManagerCullCallback(LightManager* lightManager)
|
|
{
|
|
if (!lightManager->getUBOManager())
|
|
return;
|
|
|
|
for (size_t i = 0; i < mUBBs.size(); ++i)
|
|
{
|
|
auto& buffer = lightManager->getUBOManager()->getLightBuffer(i);
|
|
mUBBs[i]
|
|
= new osg::UniformBufferBinding(static_cast<int>(Resource::SceneManager::UBOBinding::LightBuffer),
|
|
buffer->getData(), 0, buffer->getData()->getTotalDataSize());
|
|
}
|
|
}
|
|
|
|
void operator()(LightManager* node, osgUtil::CullVisitor* cv)
|
|
{
|
|
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
|
|
|
|
if (node->getLightingMethod() == LightingMethod::SingleUBO)
|
|
{
|
|
const size_t frameId = cv->getTraversalNumber() % 2;
|
|
stateset->setAttributeAndModes(mUBBs[frameId], osg::StateAttribute::ON);
|
|
|
|
auto& buffer = node->getUBOManager()->getLightBuffer(cv->getTraversalNumber());
|
|
|
|
if (auto sun = node->getSunlight())
|
|
{
|
|
buffer->setCachedSunPos(sun->getPosition());
|
|
buffer->setAmbient(0, sun->getAmbient());
|
|
buffer->setDiffuse(0, sun->getDiffuse());
|
|
buffer->setSpecular(0, sun->getSpecular());
|
|
}
|
|
}
|
|
else if (node->getLightingMethod() == LightingMethod::PerObjectUniform)
|
|
{
|
|
if (auto sun = node->getSunlight())
|
|
{
|
|
osg::Matrixf lightMat;
|
|
configurePosition(
|
|
lightMat, sun->getPosition() * (*cv->getCurrentRenderStage()->getInitialViewMatrix()));
|
|
configureAmbient(lightMat, sun->getAmbient());
|
|
configureDiffuse(lightMat, sun->getDiffuse());
|
|
configureSpecular(lightMat, sun->getSpecular());
|
|
node->setSunlightBuffer(lightMat, cv->getTraversalNumber());
|
|
stateset->addUniform(node->generateLightBufferUniform(lightMat));
|
|
}
|
|
}
|
|
|
|
cv->pushStateSet(stateset);
|
|
traverse(node, cv);
|
|
cv->popStateSet();
|
|
|
|
if (node->getPPLightsBuffer() && cv->getCurrentCamera()->getName() == Constants::SceneCamera)
|
|
node->getPPLightsBuffer()->updateCount(cv->getTraversalNumber());
|
|
}
|
|
|
|
std::array<osg::ref_ptr<osg::UniformBufferBinding>, 2> mUBBs;
|
|
};
|
|
|
|
UBOManager::UBOManager(int lightCount)
|
|
: mDummyProgram(new osg::Program)
|
|
, mInitLayout(false)
|
|
, mDirty({ true, true })
|
|
, mTemplate(new LightBuffer(lightCount))
|
|
{
|
|
static const std::string dummyVertSource = generateDummyShader(lightCount);
|
|
|
|
// Needed to query the layout of the buffer object. The layout specifier needed to use the std140 layout is not
|
|
// reliably available, regardless of extensions, until GLSL 140.
|
|
mDummyProgram->addShader(new osg::Shader(osg::Shader::VERTEX, dummyVertSource));
|
|
mDummyProgram->addBindUniformBlock(
|
|
"LightBufferBinding", static_cast<int>(Resource::SceneManager::UBOBinding::LightBuffer));
|
|
|
|
for (size_t i = 0; i < mLightBuffers.size(); ++i)
|
|
{
|
|
mLightBuffers[i] = new LightBuffer(lightCount);
|
|
|
|
osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
|
|
ubo->setUsage(GL_STREAM_DRAW);
|
|
|
|
mLightBuffers[i]->getData()->setBufferObject(ubo);
|
|
}
|
|
}
|
|
|
|
UBOManager::UBOManager(const UBOManager& copy, const osg::CopyOp& copyop)
|
|
: osg::StateAttribute(copy, copyop)
|
|
, mDummyProgram(copy.mDummyProgram)
|
|
, mInitLayout(copy.mInitLayout)
|
|
{
|
|
}
|
|
|
|
void UBOManager::releaseGLObjects(osg::State* state) const
|
|
{
|
|
mDummyProgram->releaseGLObjects(state);
|
|
}
|
|
|
|
int UBOManager::compare(const StateAttribute& sa) const
|
|
{
|
|
throw std::runtime_error("LightManagerStateAttribute::compare: unimplemented");
|
|
}
|
|
|
|
void UBOManager::apply(osg::State& state) const
|
|
{
|
|
unsigned int frame = state.getFrameStamp()->getFrameNumber();
|
|
unsigned int index = frame % 2;
|
|
|
|
if (!mInitLayout)
|
|
{
|
|
mDummyProgram->apply(state);
|
|
auto handle = mDummyProgram->getPCP(state)->getHandle();
|
|
auto* ext = state.get<osg::GLExtensions>();
|
|
|
|
int activeUniformBlocks = 0;
|
|
ext->glGetProgramiv(handle, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks);
|
|
|
|
// wait until the UBO binding is created
|
|
if (activeUniformBlocks > 0)
|
|
{
|
|
initSharedLayout(ext, handle, frame);
|
|
mInitLayout = true;
|
|
}
|
|
}
|
|
else if (mDirty[index])
|
|
{
|
|
mDirty[index] = false;
|
|
mLightBuffers[index]->configureLayout(mTemplate);
|
|
}
|
|
|
|
mLightBuffers[index]->uploadCachedSunPos(state.getInitialViewMatrix());
|
|
mLightBuffers[index]->dirty();
|
|
}
|
|
|
|
std::string UBOManager::generateDummyShader(int maxLightsInScene)
|
|
{
|
|
const std::string define = "@maxLightsInScene";
|
|
|
|
std::string shader = R"GLSL(
|
|
#version 120
|
|
#extension GL_ARB_uniform_buffer_object : require
|
|
struct LightData {
|
|
ivec4 packedColors;
|
|
vec4 position;
|
|
vec4 attenuation;
|
|
};
|
|
uniform LightBufferBinding {
|
|
LightData LightBuffer[@maxLightsInScene];
|
|
};
|
|
void main()
|
|
{
|
|
gl_Position = vec4(0.0);
|
|
}
|
|
)GLSL";
|
|
|
|
shader.replace(shader.find(define), define.length(), std::to_string(maxLightsInScene));
|
|
return shader;
|
|
}
|
|
|
|
void UBOManager::initSharedLayout(osg::GLExtensions* ext, int handle, unsigned int frame) const
|
|
{
|
|
constexpr std::array<unsigned int, 1> index
|
|
= { static_cast<unsigned int>(Resource::SceneManager::UBOBinding::LightBuffer) };
|
|
int totalBlockSize = -1;
|
|
int stride = -1;
|
|
|
|
ext->glGetActiveUniformBlockiv(handle, 0, GL_UNIFORM_BLOCK_DATA_SIZE, &totalBlockSize);
|
|
ext->glGetActiveUniformsiv(handle, index.size(), index.data(), GL_UNIFORM_ARRAY_STRIDE, &stride);
|
|
|
|
std::array<const char*, 3> names = {
|
|
"LightBuffer[0].packedColors",
|
|
"LightBuffer[0].position",
|
|
"LightBuffer[0].attenuation",
|
|
};
|
|
std::vector<unsigned int> indices(names.size());
|
|
std::vector<int> offsets(names.size());
|
|
|
|
ext->glGetUniformIndices(handle, names.size(), names.data(), indices.data());
|
|
ext->glGetActiveUniformsiv(handle, indices.size(), indices.data(), GL_UNIFORM_OFFSET, offsets.data());
|
|
|
|
mTemplate->configureLayout(offsets[0], offsets[1], offsets[2], totalBlockSize, stride);
|
|
}
|
|
|
|
LightingMethod LightManager::getLightingMethodFromString(const std::string& value)
|
|
{
|
|
auto it = lightingMethodSettingMap.find(value);
|
|
if (it != lightingMethodSettingMap.end())
|
|
return it->second;
|
|
|
|
constexpr const char* fallback = "shaders compatibility";
|
|
Log(Debug::Warning) << "Unknown lighting method '" << value << "', returning fallback '" << fallback << "'";
|
|
return LightingMethod::PerObjectUniform;
|
|
}
|
|
|
|
std::string LightManager::getLightingMethodString(LightingMethod method)
|
|
{
|
|
for (const auto& p : lightingMethodSettingMap)
|
|
if (p.second == method)
|
|
return p.first;
|
|
return "";
|
|
}
|
|
|
|
LightManager::LightManager(bool ffp)
|
|
: mStartLight(0)
|
|
, mLightingMask(~0u)
|
|
, mSun(nullptr)
|
|
, mPointLightRadiusMultiplier(1.f)
|
|
, mPointLightFadeEnd(0.f)
|
|
, mPointLightFadeStart(0.f)
|
|
{
|
|
osg::GLExtensions* exts = osg::GLExtensions::Get(0, false);
|
|
bool supportsUBO = exts && exts->isUniformBufferObjectSupported;
|
|
bool supportsGPU4 = exts && exts->isGpuShader4Supported;
|
|
|
|
mSupported[static_cast<int>(LightingMethod::FFP)] = true;
|
|
mSupported[static_cast<int>(LightingMethod::PerObjectUniform)] = true;
|
|
mSupported[static_cast<int>(LightingMethod::SingleUBO)] = supportsUBO && supportsGPU4;
|
|
|
|
setUpdateCallback(new LightManagerUpdateCallback);
|
|
|
|
if (ffp)
|
|
{
|
|
initFFP(ffpMaxLights);
|
|
return;
|
|
}
|
|
|
|
const std::string& lightingMethodString = Settings::Manager::getString("lighting method", "Shaders");
|
|
auto lightingMethod = LightManager::getLightingMethodFromString(lightingMethodString);
|
|
|
|
static bool hasLoggedWarnings = false;
|
|
|
|
if (lightingMethod == LightingMethod::SingleUBO && !hasLoggedWarnings)
|
|
{
|
|
if (!supportsUBO)
|
|
Log(Debug::Warning)
|
|
<< "GL_ARB_uniform_buffer_object not supported: switching to shader compatibility lighting mode";
|
|
if (!supportsGPU4)
|
|
Log(Debug::Warning)
|
|
<< "GL_EXT_gpu_shader4 not supported: switching to shader compatibility lighting mode";
|
|
hasLoggedWarnings = true;
|
|
}
|
|
|
|
const int targetLights
|
|
= std::clamp(Settings::Manager::getInt("max lights", "Shaders"), maxLightsLowerLimit, maxLightsUpperLimit);
|
|
|
|
if (!supportsUBO || !supportsGPU4 || lightingMethod == LightingMethod::PerObjectUniform)
|
|
initPerObjectUniform(targetLights);
|
|
else
|
|
initSingleUBO(targetLights);
|
|
|
|
updateSettings();
|
|
|
|
getOrCreateStateSet()->addUniform(new osg::Uniform("PointLightCount", 0));
|
|
|
|
addCullCallback(new LightManagerCullCallback(this));
|
|
}
|
|
|
|
LightManager::LightManager(const LightManager& copy, const osg::CopyOp& copyop)
|
|
: osg::Group(copy, copyop)
|
|
, mStartLight(copy.mStartLight)
|
|
, mLightingMask(copy.mLightingMask)
|
|
, mSun(copy.mSun)
|
|
, mLightingMethod(copy.mLightingMethod)
|
|
, mPointLightRadiusMultiplier(copy.mPointLightRadiusMultiplier)
|
|
, mPointLightFadeEnd(copy.mPointLightFadeEnd)
|
|
, mPointLightFadeStart(copy.mPointLightFadeStart)
|
|
, mMaxLights(copy.mMaxLights)
|
|
, mPPLightBuffer(copy.mPPLightBuffer)
|
|
{
|
|
}
|
|
|
|
LightingMethod LightManager::getLightingMethod() const
|
|
{
|
|
return mLightingMethod;
|
|
}
|
|
|
|
bool LightManager::usingFFP() const
|
|
{
|
|
return mLightingMethod == LightingMethod::FFP;
|
|
}
|
|
|
|
int LightManager::getMaxLights() const
|
|
{
|
|
return mMaxLights;
|
|
}
|
|
|
|
void LightManager::setMaxLights(int value)
|
|
{
|
|
mMaxLights = value;
|
|
}
|
|
|
|
int LightManager::getMaxLightsInScene() const
|
|
{
|
|
static constexpr int max = 16384 / LightBuffer::queryBlockSize(1);
|
|
return max;
|
|
}
|
|
|
|
Shader::ShaderManager::DefineMap LightManager::getLightDefines() const
|
|
{
|
|
Shader::ShaderManager::DefineMap defines;
|
|
|
|
defines["maxLights"] = std::to_string(getMaxLights());
|
|
defines["maxLightsInScene"] = std::to_string(getMaxLightsInScene());
|
|
defines["lightingMethodFFP"] = getLightingMethod() == LightingMethod::FFP ? "1" : "0";
|
|
defines["lightingMethodPerObjectUniform"] = getLightingMethod() == LightingMethod::PerObjectUniform ? "1" : "0";
|
|
defines["lightingMethodUBO"] = getLightingMethod() == LightingMethod::SingleUBO ? "1" : "0";
|
|
defines["useUBO"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
|
|
// exposes bitwise operators
|
|
defines["useGPUShader4"] = std::to_string(getLightingMethod() == LightingMethod::SingleUBO);
|
|
defines["getLight"] = getLightingMethod() == LightingMethod::FFP ? "gl_LightSource" : "LightBuffer";
|
|
defines["startLight"] = getLightingMethod() == LightingMethod::SingleUBO ? "0" : "1";
|
|
defines["endLight"] = getLightingMethod() == LightingMethod::FFP ? defines["maxLights"] : "PointLightCount";
|
|
|
|
return defines;
|
|
}
|
|
|
|
void LightManager::processChangedSettings(const Settings::CategorySettingVector& changed)
|
|
{
|
|
updateSettings();
|
|
}
|
|
|
|
void LightManager::updateMaxLights()
|
|
{
|
|
if (usingFFP())
|
|
return;
|
|
|
|
setMaxLights(
|
|
std::clamp(Settings::Manager::getInt("max lights", "Shaders"), maxLightsLowerLimit, maxLightsUpperLimit));
|
|
|
|
if (getLightingMethod() == LightingMethod::PerObjectUniform)
|
|
{
|
|
getStateSet()->removeUniform("LightBuffer");
|
|
getStateSet()->addUniform(generateLightBufferUniform(osg::Matrixf()));
|
|
}
|
|
|
|
for (auto& cache : mStateSetCache)
|
|
cache.clear();
|
|
}
|
|
|
|
void LightManager::updateSettings()
|
|
{
|
|
if (getLightingMethod() == LightingMethod::FFP)
|
|
return;
|
|
|
|
mPointLightRadiusMultiplier
|
|
= std::clamp(Settings::Manager::getFloat("light bounds multiplier", "Shaders"), 0.f, 5.f);
|
|
|
|
mPointLightFadeEnd = std::max(0.f, Settings::Manager::getFloat("maximum light distance", "Shaders"));
|
|
if (mPointLightFadeEnd > 0)
|
|
{
|
|
mPointLightFadeStart = std::clamp(Settings::Manager::getFloat("light fade start", "Shaders"), 0.f, 1.f);
|
|
mPointLightFadeStart = mPointLightFadeEnd * mPointLightFadeStart;
|
|
}
|
|
}
|
|
|
|
void LightManager::initFFP(int targetLights)
|
|
{
|
|
setLightingMethod(LightingMethod::FFP);
|
|
setMaxLights(targetLights);
|
|
|
|
for (int i = 0; i < getMaxLights(); ++i)
|
|
mDummies.push_back(new FFPLightStateAttribute(i, std::vector<osg::ref_ptr<osg::Light>>()));
|
|
}
|
|
|
|
void LightManager::initPerObjectUniform(int targetLights)
|
|
{
|
|
setLightingMethod(LightingMethod::PerObjectUniform);
|
|
setMaxLights(targetLights);
|
|
|
|
getOrCreateStateSet()->addUniform(generateLightBufferUniform(osg::Matrixf()));
|
|
}
|
|
|
|
void LightManager::initSingleUBO(int targetLights)
|
|
{
|
|
setLightingMethod(LightingMethod::SingleUBO);
|
|
setMaxLights(targetLights);
|
|
|
|
mUBOManager = new UBOManager(getMaxLightsInScene());
|
|
getOrCreateStateSet()->setAttributeAndModes(mUBOManager);
|
|
}
|
|
|
|
void LightManager::setLightingMethod(LightingMethod method)
|
|
{
|
|
mLightingMethod = method;
|
|
switch (method)
|
|
{
|
|
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;
|
|
}
|
|
mStateSetGenerator->mLightManager = this;
|
|
}
|
|
|
|
void LightManager::setLightingMask(size_t mask)
|
|
{
|
|
mLightingMask = mask;
|
|
}
|
|
|
|
size_t LightManager::getLightingMask() const
|
|
{
|
|
return mLightingMask;
|
|
}
|
|
|
|
void LightManager::setStartLight(int start)
|
|
{
|
|
mStartLight = start;
|
|
|
|
if (!usingFFP())
|
|
return;
|
|
|
|
// 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)
|
|
{
|
|
if (mPPLightBuffer)
|
|
mPPLightBuffer->clear(frameNum);
|
|
|
|
getLightIndexMap(frameNum).clear();
|
|
mLights.clear();
|
|
mLightsInViewSpace.clear();
|
|
|
|
// Do an occasional cleanup for orphaned lights.
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
if (mStateSetCache[i].size() > 5000)
|
|
mStateSetCache[i].clear();
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void LightManager::setSunlight(osg::ref_ptr<osg::Light> sun)
|
|
{
|
|
if (usingFFP())
|
|
return;
|
|
|
|
mSun = sun;
|
|
}
|
|
|
|
osg::ref_ptr<osg::Light> LightManager::getSunlight()
|
|
{
|
|
return mSun;
|
|
}
|
|
|
|
size_t LightManager::HashLightIdList::operator()(const LightIdList& lightIdList) const
|
|
{
|
|
size_t hash = 0;
|
|
for (size_t i = 0; i < lightIdList.size(); ++i)
|
|
Misc::hashCombine(hash, lightIdList[i]);
|
|
return hash;
|
|
}
|
|
|
|
osg::ref_ptr<osg::StateSet> LightManager::getLightListStateSet(
|
|
const LightList& lightList, size_t frameNum, const osg::RefMatrix* viewMatrix)
|
|
{
|
|
if (getLightingMethod() == LightingMethod::PerObjectUniform)
|
|
{
|
|
mStateSetGenerator->mViewMatrix = *viewMatrix;
|
|
return mStateSetGenerator->generate(lightList, frameNum);
|
|
}
|
|
|
|
// possible optimization: return a StateSet containing all requested lights plus some extra lights (if a
|
|
// suitable one exists)
|
|
|
|
if (getLightingMethod() == LightingMethod::SingleUBO)
|
|
{
|
|
for (size_t i = 0; i < lightList.size(); ++i)
|
|
{
|
|
auto id = lightList[i]->mLightSource->getId();
|
|
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(id, index);
|
|
}
|
|
}
|
|
|
|
auto& stateSetCache = mStateSetCache[frameNum % 2];
|
|
|
|
LightIdList lightIdList;
|
|
lightIdList.reserve(lightList.size());
|
|
std::transform(lightList.begin(), lightList.end(), std::back_inserter(lightIdList),
|
|
[](const LightSourceViewBound* l) { return l->mLightSource->getId(); });
|
|
|
|
auto found = stateSetCache.find(lightIdList);
|
|
if (found != stateSetCache.end())
|
|
{
|
|
mStateSetGenerator->update(found->second, lightList, frameNum);
|
|
return found->second;
|
|
}
|
|
|
|
auto stateset = mStateSetGenerator->generate(lightList, frameNum);
|
|
stateSetCache.emplace(lightIdList, stateset);
|
|
return stateset;
|
|
}
|
|
|
|
const std::vector<LightManager::LightSourceViewBound>& LightManager::getLightsInViewSpace(
|
|
osgUtil::CullVisitor* cv, const osg::RefMatrix* viewMatrix, size_t frameNum)
|
|
{
|
|
osg::Camera* camera = cv->getCurrentCamera();
|
|
|
|
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);
|
|
transformBoundingSphere(worldViewMat, viewBound);
|
|
|
|
if (transform.mLightSource->getLastAppliedFrame() != frameNum && mPointLightFadeEnd != 0.f)
|
|
{
|
|
const float fadeDelta = mPointLightFadeEnd - mPointLightFadeStart;
|
|
const float viewDelta = viewBound.center().length() - mPointLightFadeStart;
|
|
float fade = 1 - std::clamp(viewDelta / fadeDelta, 0.f, 1.f);
|
|
if (fade == 0.f)
|
|
continue;
|
|
|
|
auto* light = transform.mLightSource->getLight(frameNum);
|
|
light->setDiffuse(light->getDiffuse() * fade);
|
|
transform.mLightSource->setLastAppliedFrame(frameNum);
|
|
}
|
|
|
|
// remove lights culled by this camera
|
|
if (!usingFFP())
|
|
{
|
|
viewBound._radius *= 2.f;
|
|
if (cv->getModelViewCullingStack().front().isCulled(viewBound))
|
|
continue;
|
|
viewBound._radius /= 2.f;
|
|
}
|
|
viewBound._radius *= mPointLightRadiusMultiplier;
|
|
LightSourceViewBound l;
|
|
l.mLightSource = transform.mLightSource;
|
|
l.mViewBound = viewBound;
|
|
it->second.push_back(l);
|
|
}
|
|
|
|
const bool fillPPLights = mPPLightBuffer && it->first->getName() == Constants::SceneCamera;
|
|
|
|
if (fillPPLights || getLightingMethod() == LightingMethod::SingleUBO)
|
|
{
|
|
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(), it->second.end(), sorter);
|
|
|
|
if (fillPPLights)
|
|
{
|
|
for (const auto& bound : it->second)
|
|
{
|
|
if (bound.mLightSource->getEmpty())
|
|
continue;
|
|
const auto* light = bound.mLightSource->getLight(frameNum);
|
|
if (light->getDiffuse().x() >= 0.f)
|
|
mPPLightBuffer->setLight(frameNum, light, bound.mLightSource->getRadius());
|
|
}
|
|
}
|
|
|
|
if (it->second.size() > static_cast<size_t>(getMaxLightsInScene() - 1))
|
|
it->second.resize(getMaxLightsInScene() - 1);
|
|
}
|
|
}
|
|
|
|
return it->second;
|
|
}
|
|
|
|
void LightManager::updateGPUPointLight(
|
|
int index, LightSource* lightSource, size_t frameNum, const osg::RefMatrix* viewMatrix)
|
|
{
|
|
auto* light = lightSource->getLight(frameNum);
|
|
auto& buf = getUBOManager()->getLightBuffer(frameNum);
|
|
buf->setDiffuse(index, light->getDiffuse());
|
|
buf->setAmbient(index, light->getAmbient());
|
|
buf->setAttenuationRadius(index,
|
|
osg::Vec4(light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation(),
|
|
lightSource->getRadius()));
|
|
buf->setPosition(index, light->getPosition() * (*viewMatrix));
|
|
}
|
|
|
|
osg::ref_ptr<osg::Uniform> LightManager::generateLightBufferUniform(const osg::Matrixf& sun)
|
|
{
|
|
osg::ref_ptr<osg::Uniform> uniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights());
|
|
uniform->setElement(0, sun);
|
|
|
|
return uniform;
|
|
}
|
|
|
|
void LightManager::setCollectPPLights(bool enabled)
|
|
{
|
|
if (enabled)
|
|
mPPLightBuffer = std::make_shared<PPLightBuffer>();
|
|
else
|
|
mPPLightBuffer = nullptr;
|
|
}
|
|
|
|
LightSource::LightSource()
|
|
: mRadius(0.f)
|
|
, mActorFade(1.f)
|
|
, mLastAppliedFrame(0)
|
|
{
|
|
setUpdateCallback(new CollectLightCallback);
|
|
mId = sLightId++;
|
|
}
|
|
|
|
LightSource::LightSource(const LightSource& copy, const osg::CopyOp& copyop)
|
|
: osg::Node(copy, copyop)
|
|
, mRadius(copy.mRadius)
|
|
, mActorFade(copy.mActorFade)
|
|
, mLastAppliedFrame(copy.mLastAppliedFrame)
|
|
{
|
|
mId = sLightId++;
|
|
|
|
for (size_t i = 0; i < mLight.size(); ++i)
|
|
mLight[i] = new osg::Light(*copy.mLight[i].get(), copyop);
|
|
}
|
|
|
|
void LightListCallback::operator()(osg::Node* node, osgUtil::CullVisitor* cv)
|
|
{
|
|
bool pushedState = pushLightState(node, cv);
|
|
traverse(node, cv);
|
|
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:
|
|
// - organize lights in a quad tree
|
|
|
|
mLastFrameNumber = cv->getTraversalNumber();
|
|
|
|
// Don't use Camera::getViewMatrix, that one might be relative to another camera!
|
|
const osg::RefMatrix* viewMatrix = cv->getCurrentRenderStage()->getInitialViewMatrix();
|
|
const std::vector<LightManager::LightSourceViewBound>& lights
|
|
= mLightManager->getLightsInViewSpace(cv, viewMatrix, mLastFrameNumber);
|
|
|
|
// 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)
|
|
{
|
|
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();
|
|
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())
|
|
{
|
|
size_t maxLights = mLightManager->getMaxLights() - mLightManager->getStartLight();
|
|
|
|
osg::ref_ptr<osg::StateSet> stateset = nullptr;
|
|
|
|
if (mLightList.size() > maxLights)
|
|
{
|
|
LightManager::LightList lightList = mLightList;
|
|
|
|
if (mLightManager->usingFFP())
|
|
{
|
|
for (auto it = lightList.begin(); it != lightList.end() && lightList.size() > maxLights;)
|
|
{
|
|
osg::BoundingSphere bs = (*it)->mViewBound;
|
|
bs._radius = bs._radius * 2.0;
|
|
if (cv->getModelViewCullingStack().front().isCulled(bs))
|
|
it = lightList.erase(it);
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
}
|