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			133 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "lightcontroller.hpp"
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#include <cmath>
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#include <osg/NodeVisitor>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/misc/rng.hpp>
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namespace
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{
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    float pulseAmplitude(float time)
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    {
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        return std::sin(time);
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    }
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    float flickerAmplitude(float time)
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    {
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        static const float fb = 1.17024f;
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        static const float f[3] = { 1.5708f,   4.18774f, 5.19934f };
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        static const float o[3] = { 0.804248f, 2.11115f, 3.46832f };
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        static const float m[3] = { 1.0f,      0.785f,   0.876f   };
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        static const float s = 0.394f;
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        float v = 0.0f;
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        for(int i = 0;i < 3;++i)
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            v += std::sin(fb*time*f[i] + o[i])*m[i];
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        return v * s;
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    }
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    float flickerFrequency(float phase)
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    {
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        static const float fa = 0.785398f;
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        static const float tdo = 0.94f;
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        static const float tdm = 2.48f;
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        return tdo + tdm*std::sin(fa * phase);
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    }
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}
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namespace SceneUtil
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{
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    LightController::LightController()
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        : mType(LT_Normal)
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        , mPhase((Misc::Rng::rollClosedProbability() * 2.f - 1.f) * 500.f)
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        , mDeltaCount(0.f)
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        , mDirection(1.f)
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        , mLastTime(0.0)
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    {
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    }
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    void LightController::setType(LightController::LightType type)
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    {
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        mType = type;
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    }
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    void LightController::operator ()(osg::Node* node, osg::NodeVisitor* nv)
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    {
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        double time = nv->getFrameStamp()->getSimulationTime();
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        // disabled early out, light state needs to be set every frame regardless of change, due to the double buffering
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        //if (time == mLastTime)
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        //    return;
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        float dt = static_cast<float>(time - mLastTime);
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        mLastTime = time;
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        float brightness = 1.0f;
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        float cycle_time;
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        float time_distortion;
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        if(mType == LT_Pulse || mType == LT_PulseSlow)
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        {
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            cycle_time = 2.0f * osg::PI;
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            time_distortion = 3.0f;
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        }
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        else
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        {
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            static const float fa = osg::PI / 4.0f;
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            static const float phase_wavelength = 120.0f * osg::PI / fa;
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            cycle_time = 500.0f;
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            mPhase = std::fmod(mPhase + dt, phase_wavelength);
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            time_distortion = flickerFrequency(mPhase);
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        }
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        mDeltaCount += mDirection*dt*time_distortion;
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        if(mDirection > 0 && mDeltaCount > +cycle_time)
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        {
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            mDirection = -1.0f;
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            float extra = mDeltaCount - cycle_time;
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            mDeltaCount -= 2*extra;
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        }
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        if(mDirection < 0 && mDeltaCount < -cycle_time)
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        {
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            mDirection = +1.0f;
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            float extra = cycle_time - mDeltaCount;
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            mDeltaCount += 2*extra;
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        }
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        static const float fast = 4.0f/1.0f;
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        static const float slow = 1.0f/1.0f;
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        // These formulas are just guesswork, but they work pretty well
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        if(mType == LT_Normal)
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        {
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            // Less than 1/255 light modifier for a constant light:
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            brightness = 1.0f + flickerAmplitude(mDeltaCount*slow)/255.0f;
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        }
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        else if(mType == LT_Flicker)
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            brightness = 0.75f + flickerAmplitude(mDeltaCount*fast)*0.25f;
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        else if(mType == LT_FlickerSlow)
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            brightness = 0.75f + flickerAmplitude(mDeltaCount*slow)*0.25f;
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        else if(mType == LT_Pulse)
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            brightness = 0.7f + pulseAmplitude(mDeltaCount*fast)*0.3f;
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        else if(mType == LT_PulseSlow)
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            brightness = 0.7f + pulseAmplitude(mDeltaCount*slow)*0.3f;
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        static_cast<SceneUtil::LightSource*>(node)->getLight(nv->getTraversalNumber())->setDiffuse(mDiffuseColor * brightness);
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        traverse(node, nv);
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    }
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    void LightController::setDiffuse(const osg::Vec4f& color)
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    {
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        mDiffuseColor = color;
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    }
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}
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