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			1378 lines
		
	
	
	
		
			51 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1378 lines
		
	
	
	
		
			51 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "lightmanager.hpp"
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#include <array>
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#include <osg/BufferObject>
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#include <osg/BufferIndexBinding>
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#include <osg/Endian>
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#include <osg/Version>
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#include <osg/ValueObject>
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#include <osgUtil/CullVisitor>
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#include <components/sceneutil/util.hpp>
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#include <components/misc/hash.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/debug/debuglog.hpp>
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namespace
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{
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    bool sortLights(const SceneUtil::LightManager::LightSourceViewBound* left, 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 < right->mViewBound.center().length2() - right->mViewBound.radius2()*illuminationBias;
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    }
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    float getLightRadius(const osg::Light* light)
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    {
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        float value = 0.0;
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        light->getUserValue("radius", value);
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        return value;
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    }
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    void setLightRadius(osg::Light* light, float value)
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    {
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        light->setUserValue("radius", value);
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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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    bool isReflectionCamera(osg::Camera* camera)
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    {
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        return (camera->getName() == "ReflectionCamera");
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    }
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}
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namespace SceneUtil
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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 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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            , mStride(12)
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            , mCachedSunPos(osg::Vec4())
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        {
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            mOffsets[Diffuse] = 0;
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            mOffsets[Ambient] = 1;
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            mOffsets[Specular] = 2;
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            mOffsets[DiffuseSign] = 3;
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            mOffsets[Position] = 4;
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            mOffsets[AttenuationRadius] = 8;
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        }
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        LightBuffer(const LightBuffer&) = delete;
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        LightBuffer(const LightBuffer& other, int offsetColors, int offsetPosition, int offsetAttenuationRadius, int size, int stride)
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            : mData(new osg::FloatArray(size / sizeof(GL_FLOAT)))
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            , mEndian(other.mEndian)
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            , mCount(other.mCount)
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            , mStride((offsetAttenuationRadius + sizeof(GL_FLOAT) * osg::Vec4::num_components + stride) / 4)
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            , mCachedSunPos(other.mCachedSunPos)
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        {
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            mData->setBufferObject(other.mData->getBufferObject());
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            constexpr auto sizeofFloat = sizeof(GL_FLOAT);
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            const auto diffuseOffset = offsetColors / sizeofFloat;
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            mOffsets[Diffuse] = diffuseOffset;
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            mOffsets[Ambient] = diffuseOffset + 1;
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            mOffsets[Specular] = diffuseOffset + 2;
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            mOffsets[DiffuseSign] = diffuseOffset + 3;
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            mOffsets[Position] = offsetPosition / sizeofFloat;
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            mOffsets[AttenuationRadius] = offsetAttenuationRadius / sizeofFloat;
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            // Copy over previous buffers light data. Buffers populate before we know the layout.
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            for (int i = 0; i < other.mCount; ++i)
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            {
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                std::memcpy(&(*mData)[getOffset(i, Diffuse)], &(*other.mData)[other.getOffset(i, Diffuse)], sizeof(osg::Vec4f));
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                std::memcpy(&(*mData)[getOffset(i, Position)], &(*other.mData)[other.getOffset(i, Position)], sizeof(osg::Vec4f));
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                std::memcpy(&(*mData)[getOffset(i, AttenuationRadius)], &(*other.mData)[other.getOffset(i, AttenuationRadius)], sizeof(osg::Vec4f));
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            }
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        }
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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()
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        {
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            return mData;
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        }
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        void dirty()
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        {
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            mData->dirty();
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        }
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        static constexpr int queryBlockSize(int sz)
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        {
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            return 3 * osg::Vec4::num_components * sizeof(GL_FLOAT) * sz;
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        }
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        void setCachedSunPos(const osg::Vec4& pos)
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        {
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            mCachedSunPos = pos;
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        }
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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
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        {
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            return mStride * index + mOffsets[slot];
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        }
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    private:
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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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        int mStride;
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        std::array<std::size_t, 6> mOffsets;
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        osg::Vec4 mCachedSunPos;
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    };
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    class LightStateCache
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    {
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    public:
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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(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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                osg::ref_ptr<osg::Uniform> uni = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", lightManager->getMaxLights());
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                uni->setElement(0, lightMat);
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                stateset->addUniform(uni, 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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#if OSG_VERSION_GREATER_OR_EQUAL(3,5,7)
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                osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), buffer->getData(), 0, buffer->getData()->getTotalDataSize());
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#else
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                osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), ubo, 0, buffer->getData()->getTotalDataSize());
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#endif
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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() : 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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        osg::Object* cloneType() const override { return new DisableLight(mIndex); }
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        osg::Object* clone(const osg::CopyOp& copyop) const override { return new DisableLight(*this,copyop); }
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        bool isSameKindAs(const osg::Object* obj) const override { return dynamic_cast<const DisableLight *>(obj)!=nullptr; }
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        const char* libraryName() const override { return "SceneUtil"; }
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        const char* className() const override { return "DisableLight"; }
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        Type getType() const override { return LIGHT; }
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        unsigned int getMember() const override
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        {
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            return mIndex;
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        }
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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() : mIndex(0) {}
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        FFPLightStateAttribute(size_t index, const std::vector<osg::ref_ptr<osg::Light> >& lights) : mIndex(index), mLights(lights) {}
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        FFPLightStateAttribute(const FFPLightStateAttribute& 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 override
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        {
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            return mIndex;
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        }
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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(NifOsg, 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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    LightManager* findLightManager(const osg::NodePath& path)
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    {
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        for (size_t 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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    class LightStateAttributePerObjectUniform : public osg::StateAttribute
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        LightStateAttributePerObjectUniform() : mLightManager(nullptr) {}
 | 
						|
        LightStateAttributePerObjectUniform(const std::vector<osg::ref_ptr<osg::Light>>& lights, LightManager* lightManager) :  mLights(lights), mLightManager(lightManager) {}
 | 
						|
 | 
						|
        LightStateAttributePerObjectUniform(const LightStateAttributePerObjectUniform& copy,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
 | 
						|
            : osg::StateAttribute(copy,copyop), mLights(copy.mLights), mLightManager(copy.mLightManager) {}
 | 
						|
 | 
						|
        int compare(const StateAttribute &sa) const override
 | 
						|
        {
 | 
						|
            throw std::runtime_error("LightStateAttributePerObjectUniform::compare: unimplemented");
 | 
						|
        }
 | 
						|
 | 
						|
        META_StateAttribute(NifOsg, LightStateAttributePerObjectUniform, osg::StateAttribute::LIGHT)
 | 
						|
 | 
						|
        void resize(int numLights)
 | 
						|
        {
 | 
						|
            mLights.resize(std::min(static_cast<size_t>(numLights), mLights.size()));
 | 
						|
        }
 | 
						|
 | 
						|
        void apply(osg::State &state) const override
 | 
						|
        {
 | 
						|
            osg::StateSet* stateSet = mLightManager->getStateSet();
 | 
						|
            if (!stateSet)
 | 
						|
                return;
 | 
						|
 | 
						|
            auto* lightUniform = stateSet->getUniform("LightBuffer");
 | 
						|
            for (size_t i = 0; i < mLights.size(); ++i)
 | 
						|
            {
 | 
						|
                auto light = mLights[i];
 | 
						|
                osg::Matrixf lightMat;
 | 
						|
 | 
						|
                configurePosition(lightMat, light->getPosition() * state.getInitialViewMatrix());
 | 
						|
                configureAmbient(lightMat, light->getAmbient());
 | 
						|
                configureDiffuse(lightMat, light->getDiffuse());
 | 
						|
                configureAttenuation(lightMat, light->getConstantAttenuation(), light->getLinearAttenuation(), light->getQuadraticAttenuation(), getLightRadius(light));
 | 
						|
 | 
						|
                lightUniform->setElement(i+1, lightMat);
 | 
						|
            }
 | 
						|
 | 
						|
            auto sun = mLightManager->getSunlightBuffer(state.getFrameStamp()->getFrameNumber());
 | 
						|
            configurePosition(sun, osg::Vec4(sun(0,0), sun(0,1), sun(0,2), 0.0) * state.getInitialViewMatrix());
 | 
						|
            lightUniform->setElement(0, sun);
 | 
						|
 | 
						|
            lightUniform->dirty();
 | 
						|
        }
 | 
						|
 | 
						|
    private:
 | 
						|
        std::vector<osg::ref_ptr<osg::Light>> mLights;
 | 
						|
        LightManager* mLightManager;
 | 
						|
    };
 | 
						|
 | 
						|
    struct StateSetGenerator
 | 
						|
    {
 | 
						|
        LightManager* mLightManager;
 | 
						|
 | 
						|
        virtual ~StateSetGenerator() {}
 | 
						|
 | 
						|
        virtual osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) = 0;
 | 
						|
 | 
						|
        virtual void update(osg::StateSet* stateset, const LightManager::LightList& lightList, size_t frameNum) {}
 | 
						|
    };
 | 
						|
 | 
						|
    struct StateSetGeneratorFFP : StateSetGenerator
 | 
						|
    {
 | 
						|
        osg::ref_ptr<osg::StateSet> generate(const LightManager::LightList& lightList, size_t frameNum) override
 | 
						|
        {
 | 
						|
            osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
 | 
						|
 | 
						|
            std::vector<osg::ref_ptr<osg::Light>> lights;
 | 
						|
            lights.reserve(lightList.size());
 | 
						|
            for (size_t i = 0; i < lightList.size(); ++i)
 | 
						|
                lights.emplace_back(lightList[i]->mLightSource->getLight(frameNum));
 | 
						|
 | 
						|
            // the first light state attribute handles the actual state setting for all lights
 | 
						|
            // it's best to batch these up so that we don't need to touch the modelView matrix more than necessary
 | 
						|
            // don't use setAttributeAndModes, that does not support light indices!
 | 
						|
            stateset->setAttribute(new FFPLightStateAttribute(mLightManager->getStartLight(), std::move(lights)), osg::StateAttribute::ON);
 | 
						|
 | 
						|
            for (size_t i = 0; i < lightList.size(); ++i)
 | 
						|
                stateset->setMode(GL_LIGHT0 + mLightManager->getStartLight() + i, osg::StateAttribute::ON);
 | 
						|
 | 
						|
            // need to push some dummy attributes to ensure proper state tracking
 | 
						|
            // lights need to reset to their default when the StateSet is popped
 | 
						|
            for (size_t i = 1; i < lightList.size(); ++i)
 | 
						|
                stateset->setAttribute(mLightManager->getDummies()[i + mLightManager->getStartLight()].get(), osg::StateAttribute::ON);
 | 
						|
 | 
						|
            return stateset;
 | 
						|
        }
 | 
						|
    };
 | 
						|
 | 
						|
    struct StateSetGeneratorSingleUBO : 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::IntArray> indices = new osg::IntArray(mLightManager->getMaxLights());
 | 
						|
            osg::ref_ptr<osg::Uniform> indicesUni = new osg::Uniform(osg::Uniform::Type::INT, "PointLightIndex", indices->size());
 | 
						|
            int pointCount = 0;
 | 
						|
 | 
						|
            for (size_t i = 0; i < lightList.size(); ++i)
 | 
						|
            {
 | 
						|
                int bufIndex = mLightManager->getLightIndexMap(frameNum)[lightList[i]->mLightSource->getId()];
 | 
						|
                indices->at(pointCount++) = bufIndex;
 | 
						|
            }
 | 
						|
            indicesUni->setArray(indices);
 | 
						|
            stateset->addUniform(indicesUni);
 | 
						|
            stateset->addUniform(new osg::Uniform("PointLightCount", pointCount));
 | 
						|
 | 
						|
            return stateset;
 | 
						|
        }
 | 
						|
 | 
						|
        // Cached statesets must be revalidated in case the light indices change. There is no actual link between
 | 
						|
        // a light's ID and the buffer index it will eventually be assigned (or reassigned) to.
 | 
						|
        void update(osg::StateSet* stateset, const LightManager::LightList& lightList, size_t frameNum) override
 | 
						|
        {
 | 
						|
            int newCount = 0;
 | 
						|
            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;
 | 
						|
 | 
						|
            std::vector<osg::ref_ptr<osg::Light>> lights(lightList.size());
 | 
						|
 | 
						|
            for (size_t i = 0; i < lightList.size(); ++i)
 | 
						|
            {
 | 
						|
                auto* light = lightList[i]->mLightSource->getLight(frameNum);
 | 
						|
                lights[i] = light;
 | 
						|
                setLightRadius(light, lightList[i]->mLightSource->getRadius());
 | 
						|
            }
 | 
						|
 | 
						|
            stateset->setAttributeAndModes(new LightStateAttributePerObjectUniform(std::move(lights), mLightManager), osg::StateAttribute::ON);
 | 
						|
 | 
						|
            stateset->addUniform(new osg::Uniform("PointLightCount", static_cast<int>(lightList.size() + 1)));
 | 
						|
 | 
						|
            return stateset;
 | 
						|
        }
 | 
						|
    };
 | 
						|
 | 
						|
    // 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 osg::NodeCallback
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        CollectLightCallback()
 | 
						|
            : mLightManager(nullptr) { }
 | 
						|
 | 
						|
        CollectLightCallback(const CollectLightCallback& copy, const osg::CopyOp& copyop)
 | 
						|
            : osg::NodeCallback(copy, copyop)
 | 
						|
            , mLightManager(nullptr) { }
 | 
						|
 | 
						|
        META_Object(SceneUtil, SceneUtil::CollectLightCallback)
 | 
						|
 | 
						|
        void operator()(osg::Node* node, osg::NodeVisitor* nv) override
 | 
						|
        {
 | 
						|
            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 osg::NodeCallback
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        LightManagerUpdateCallback()
 | 
						|
            { }
 | 
						|
 | 
						|
        LightManagerUpdateCallback(const LightManagerUpdateCallback& copy, const osg::CopyOp& copyop)
 | 
						|
            : osg::NodeCallback(copy, copyop)
 | 
						|
            { }
 | 
						|
 | 
						|
        META_Object(SceneUtil, LightManagerUpdateCallback)
 | 
						|
 | 
						|
        void operator()(osg::Node* node, osg::NodeVisitor* nv) override
 | 
						|
        {
 | 
						|
            LightManager* lightManager = static_cast<LightManager*>(node);
 | 
						|
            lightManager->update(nv->getTraversalNumber());
 | 
						|
 | 
						|
            traverse(node, nv);
 | 
						|
        }
 | 
						|
    };
 | 
						|
 | 
						|
    class LightManagerCullCallback : public osg::NodeCallback
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        LightManagerCullCallback(LightManager* lightManager) : mLightManager(lightManager), mLastFrameNumber(0) {}
 | 
						|
 | 
						|
        void operator()(osg::Node* node, osg::NodeVisitor* nv) override
 | 
						|
        {
 | 
						|
            osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
 | 
						|
 | 
						|
            if (mLastFrameNumber != cv->getTraversalNumber())
 | 
						|
            {
 | 
						|
                mLastFrameNumber = cv->getTraversalNumber();
 | 
						|
 | 
						|
                if (mLightManager->getLightingMethod() == LightingMethod::SingleUBO)
 | 
						|
                {
 | 
						|
                    auto stateset = mLightManager->getStateSet();
 | 
						|
                    auto bo = mLightManager->getLightBuffer(mLastFrameNumber);
 | 
						|
 | 
						|
#if OSG_VERSION_GREATER_OR_EQUAL(3,5,7)
 | 
						|
                    osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), bo->getData(), 0, bo->getData()->getTotalDataSize());
 | 
						|
#else
 | 
						|
                    osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(static_cast<int>(Shader::UBOBinding::LightBuffer), bo->getData()->getBufferObject(), 0, bo->getData()->getTotalDataSize());
 | 
						|
#endif
 | 
						|
                    stateset->setAttributeAndModes(ubb, osg::StateAttribute::ON);
 | 
						|
                }
 | 
						|
 | 
						|
                auto sun = mLightManager->getSunlight();
 | 
						|
 | 
						|
                if (sun)
 | 
						|
                {
 | 
						|
                    // we must defer uploading the transformation to view-space position to deal with different cameras (e.g. reflection RTT).
 | 
						|
                    if (mLightManager->getLightingMethod() == LightingMethod::PerObjectUniform)
 | 
						|
                    {
 | 
						|
                        osg::Matrixf lightMat;
 | 
						|
                        configurePosition(lightMat, sun->getPosition());
 | 
						|
                        configureAmbient(lightMat, sun->getAmbient());
 | 
						|
                        configureDiffuse(lightMat, sun->getDiffuse());
 | 
						|
                        configureSpecular(lightMat, sun->getSpecular());
 | 
						|
                        mLightManager->setSunlightBuffer(lightMat, mLastFrameNumber);
 | 
						|
                    }
 | 
						|
                    else
 | 
						|
                    {
 | 
						|
                        auto buf = mLightManager->getLightBuffer(mLastFrameNumber);
 | 
						|
 | 
						|
                        buf->setCachedSunPos(sun->getPosition());
 | 
						|
                        buf->setAmbient(0, sun->getAmbient());
 | 
						|
                        buf->setDiffuse(0, sun->getDiffuse());
 | 
						|
                        buf->setSpecular(0, sun->getSpecular());
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            traverse(node, nv);
 | 
						|
        }
 | 
						|
 | 
						|
    private:
 | 
						|
        LightManager* mLightManager;
 | 
						|
        size_t mLastFrameNumber;
 | 
						|
    };
 | 
						|
 | 
						|
    class LightManagerStateAttribute : public osg::StateAttribute
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        LightManagerStateAttribute()
 | 
						|
            : mLightManager(nullptr)
 | 
						|
            , mInitLayout(false)
 | 
						|
        {
 | 
						|
        }
 | 
						|
 | 
						|
        LightManagerStateAttribute(LightManager* lightManager)
 | 
						|
        : mLightManager(lightManager)
 | 
						|
        , mDummyProgram(new osg::Program)
 | 
						|
        , mInitLayout(false)
 | 
						|
        {
 | 
						|
            static const std::string dummyVertSource = generateDummyShader(mLightManager->getMaxLightsInScene());
 | 
						|
 | 
						|
            // 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>(Shader::UBOBinding::LightBuffer));
 | 
						|
        }
 | 
						|
 | 
						|
        LightManagerStateAttribute(const LightManagerStateAttribute& copy, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY)
 | 
						|
            : osg::StateAttribute(copy,copyop), mLightManager(copy.mLightManager), mInitLayout(copy.mInitLayout) {}
 | 
						|
 | 
						|
        int compare(const StateAttribute &sa) const override
 | 
						|
        {
 | 
						|
            throw std::runtime_error("LightManagerStateAttribute::compare: unimplemented");
 | 
						|
        }
 | 
						|
 | 
						|
        META_StateAttribute(NifOsg, LightManagerStateAttribute, osg::StateAttribute::LIGHT)
 | 
						|
 | 
						|
        void initSharedLayout(osg::GLExtensions* ext, int handle) const
 | 
						|
        {
 | 
						|
            constexpr std::array<unsigned int, 1> index = { static_cast<unsigned int>(Shader::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());
 | 
						|
 | 
						|
            for (int i = 0; i < 2; ++i)
 | 
						|
            {
 | 
						|
                auto& buf = mLightManager->getLightBuffer(i);
 | 
						|
                buf = new LightBuffer(*buf, offsets[0], offsets[1], offsets[2], totalBlockSize, stride);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        void apply(osg::State& state) const override
 | 
						|
        {
 | 
						|
            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);
 | 
						|
                    mInitLayout = true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            mLightManager->getLightBuffer(state.getFrameStamp()->getFrameNumber())->uploadCachedSunPos(state.getInitialViewMatrix());
 | 
						|
            mLightManager->getLightBuffer(state.getFrameStamp()->getFrameNumber())->dirty();
 | 
						|
        }
 | 
						|
 | 
						|
    private:
 | 
						|
 | 
						|
        std::string 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;
 | 
						|
        }
 | 
						|
 | 
						|
        LightManager* mLightManager;
 | 
						|
        osg::ref_ptr<osg::Program> mDummyProgram;
 | 
						|
        mutable bool mInitLayout;
 | 
						|
    };
 | 
						|
 | 
						|
    const std::unordered_map<std::string, LightingMethod> LightManager::mLightingMethodSettingMap = {
 | 
						|
         {"legacy", LightingMethod::FFP}
 | 
						|
        ,{"shaders compatibility", LightingMethod::PerObjectUniform}
 | 
						|
        ,{"shaders", LightingMethod::SingleUBO}
 | 
						|
    };
 | 
						|
 | 
						|
    LightingMethod LightManager::getLightingMethodFromString(const std::string& value)
 | 
						|
    {
 | 
						|
        auto it = LightManager::mLightingMethodSettingMap.find(value);
 | 
						|
        if (it != LightManager::mLightingMethodSettingMap.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 : LightManager::mLightingMethodSettingMap)
 | 
						|
            if (p.second == method)
 | 
						|
                return p.first;
 | 
						|
        return "";
 | 
						|
    }
 | 
						|
 | 
						|
    LightManager::~LightManager()
 | 
						|
    {
 | 
						|
        getOrCreateStateSet()->removeAttribute(osg::StateAttribute::LIGHT);
 | 
						|
    }
 | 
						|
 | 
						|
    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(mFFPMaxLights);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        std::string lightingMethodString = Settings::Manager::getString("lighting method", "Shaders");
 | 
						|
        auto lightingMethod = LightManager::getLightingMethodFromString(lightingMethodString);
 | 
						|
 | 
						|
        updateSettings();
 | 
						|
 | 
						|
        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;
 | 
						|
        }
 | 
						|
 | 
						|
        int targetLights = std::clamp(Settings::Manager::getInt("max lights", "Shaders"), mMaxLightsLowerLimit, mMaxLightsUpperLimit);
 | 
						|
 | 
						|
        if (!supportsUBO || !supportsGPU4 || lightingMethod == LightingMethod::PerObjectUniform)
 | 
						|
            initPerObjectUniform(targetLights);
 | 
						|
        else
 | 
						|
            initSingleUBO(targetLights);
 | 
						|
 | 
						|
        getOrCreateStateSet()->addUniform(new osg::Uniform("PointLightCount", 0));
 | 
						|
 | 
						|
        addCullCallback(new LightManagerCullCallback(this));
 | 
						|
    }
 | 
						|
 | 
						|
    LightManager::LightManager(const LightManager ©, const osg::CopyOp ©op)
 | 
						|
        : 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)
 | 
						|
    {
 | 
						|
    }
 | 
						|
 | 
						|
    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;
 | 
						|
 | 
						|
        int targetLights = std::clamp(Settings::Manager::getInt("max lights", "Shaders"), mMaxLightsLowerLimit, mMaxLightsUpperLimit);
 | 
						|
        setMaxLights(targetLights);
 | 
						|
 | 
						|
        if (getLightingMethod() == LightingMethod::PerObjectUniform)
 | 
						|
        {
 | 
						|
            auto* prevUniform = getStateSet()->getUniform("LightBuffer");
 | 
						|
            osg::ref_ptr<osg::Uniform> newUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights());
 | 
						|
 | 
						|
            for (int i = 0; i < getMaxLights(); ++i)
 | 
						|
            {
 | 
						|
                osg::Matrixf prevLightData;
 | 
						|
                prevUniform->getElement(i, prevLightData);
 | 
						|
                newUniform->setElement(i, prevLightData);
 | 
						|
            }
 | 
						|
 | 
						|
            getStateSet()->removeUniform(prevUniform);
 | 
						|
            getStateSet()->addUniform(newUniform);
 | 
						|
 | 
						|
            for (int i = 0; i < 2; ++i)
 | 
						|
            {
 | 
						|
                for (auto& pair : mStateSetCache[i])
 | 
						|
                    static_cast<LightStateAttributePerObjectUniform*>(pair.second->getAttribute(osg::StateAttribute::LIGHT))->resize(getMaxLights());
 | 
						|
                mStateSetCache[i].clear();
 | 
						|
            }
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            for (int i = 0; i < 2; ++i)
 | 
						|
            {
 | 
						|
                for (auto& pair : mStateSetCache[i])
 | 
						|
                {
 | 
						|
                    auto& stateset = pair.second;
 | 
						|
                    osg::Uniform* uOldArray = stateset->getUniform("PointLightIndex");
 | 
						|
                    osg::Uniform* uOldCount = stateset->getUniform("PointLightCount");
 | 
						|
 | 
						|
                    int prevCount;
 | 
						|
                    uOldCount->get(prevCount);
 | 
						|
                    int newCount = std::min(getMaxLights(), prevCount);
 | 
						|
                    uOldCount->set(newCount);
 | 
						|
 | 
						|
                    osg::ref_ptr<osg::IntArray> newArray = uOldArray->getIntArray();
 | 
						|
                    newArray->resize(newCount);
 | 
						|
 | 
						|
                    stateset->removeUniform(uOldArray);
 | 
						|
                    stateset->addUniform(new osg::Uniform("PointLightIndex", newArray));
 | 
						|
                }
 | 
						|
                mStateSetCache[i].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)
 | 
						|
    {
 | 
						|
        auto* stateset = getOrCreateStateSet();
 | 
						|
 | 
						|
        setLightingMethod(LightingMethod::PerObjectUniform);
 | 
						|
        setMaxLights(targetLights);
 | 
						|
 | 
						|
        // ensures sunlight element in our uniform array is updated when there are no point lights in scene
 | 
						|
        stateset->setAttributeAndModes(new LightStateAttributePerObjectUniform({}, this), osg::StateAttribute::ON);
 | 
						|
        stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "LightBuffer", getMaxLights()));
 | 
						|
    }
 | 
						|
 | 
						|
    void LightManager::initSingleUBO(int targetLights)
 | 
						|
    {
 | 
						|
        setLightingMethod(LightingMethod::SingleUBO);
 | 
						|
        setMaxLights(targetLights);
 | 
						|
 | 
						|
        for (int i = 0; i < 2; ++i)
 | 
						|
        {
 | 
						|
            mLightBuffers[i] = new LightBuffer(getMaxLightsInScene());
 | 
						|
 | 
						|
            osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
 | 
						|
            ubo->setUsage(GL_STREAM_DRAW);
 | 
						|
 | 
						|
            mLightBuffers[i]->getData()->setBufferObject(ubo);
 | 
						|
        }
 | 
						|
 | 
						|
        getOrCreateStateSet()->setAttribute(new LightManagerStateAttribute(this), osg::StateAttribute::ON);
 | 
						|
    }
 | 
						|
 | 
						|
    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)
 | 
						|
    {
 | 
						|
        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;
 | 
						|
    }
 | 
						|
 | 
						|
    osg::ref_ptr<osg::StateSet> LightManager::getLightListStateSet(const LightList& lightList, size_t frameNum, const osg::RefMatrix* viewMatrix)
 | 
						|
    {
 | 
						|
        // possible optimization: return a StateSet containing all requested lights plus some extra lights (if a suitable one exists)
 | 
						|
        size_t hash = 0;
 | 
						|
        for (size_t i = 0; i < lightList.size(); ++i)
 | 
						|
        {
 | 
						|
            auto id = lightList[i]->mLightSource->getId();
 | 
						|
            Misc::hashCombine(hash, id);
 | 
						|
 | 
						|
            if (getLightingMethod() != LightingMethod::SingleUBO)
 | 
						|
                continue;
 | 
						|
 | 
						|
            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(lightList[i]->mLightSource->getId(), index);
 | 
						|
        }
 | 
						|
 | 
						|
        auto& stateSetCache = mStateSetCache[frameNum%2];
 | 
						|
 | 
						|
        auto found = stateSetCache.find(hash);
 | 
						|
        if (found != stateSetCache.end())
 | 
						|
        {
 | 
						|
            mStateSetGenerator->update(found->second, lightList, frameNum);
 | 
						|
            return found->second;
 | 
						|
        }
 | 
						|
 | 
						|
        auto stateset = mStateSetGenerator->generate(lightList, frameNum);
 | 
						|
        stateSetCache.emplace(hash, stateset);
 | 
						|
        return stateset;
 | 
						|
    }
 | 
						|
 | 
						|
    const std::vector<LightManager::LightSourceViewBound>& LightManager::getLightsInViewSpace(osg::Camera *camera, const osg::RefMatrix* viewMatrix, size_t frameNum)
 | 
						|
    {
 | 
						|
        bool isReflection = isReflectionCamera(camera);
 | 
						|
        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 * mPointLightRadiusMultiplier);
 | 
						|
                transformBoundingSphere(worldViewMat, viewBound);
 | 
						|
 | 
						|
                if (!isReflection && mPointLightFadeEnd != 0.f)
 | 
						|
                {
 | 
						|
                    const float fadeDelta = mPointLightFadeEnd - mPointLightFadeStart;
 | 
						|
                    float fade = 1 - std::clamp((viewBound.center().length() - mPointLightFadeStart) / fadeDelta, 0.f, 1.f);
 | 
						|
                    if (fade == 0.f)
 | 
						|
                        continue;
 | 
						|
 | 
						|
                    auto* light = transform.mLightSource->getLight(frameNum);
 | 
						|
                    light->setDiffuse(light->getDiffuse() * fade);
 | 
						|
                }
 | 
						|
 | 
						|
                LightSourceViewBound l;
 | 
						|
                l.mLightSource = transform.mLightSource;
 | 
						|
                l.mViewBound = viewBound;
 | 
						|
                it->second.push_back(l);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (getLightingMethod() == LightingMethod::SingleUBO)
 | 
						|
        {
 | 
						|
            if (it->second.size() > static_cast<size_t>(getMaxLightsInScene() - 1))
 | 
						|
            {
 | 
						|
                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() + 1, it->second.end(), sorter);
 | 
						|
                it->second.erase((it->second.begin() + 1) + (getMaxLightsInScene() - 2), it->second.end());
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        return it->second;
 | 
						|
    }
 | 
						|
 | 
						|
    void LightManager::updateGPUPointLight(int index, LightSource* lightSource, size_t frameNum,const osg::RefMatrix* viewMatrix)
 | 
						|
    {
 | 
						|
        auto* light = lightSource->getLight(frameNum);
 | 
						|
        auto& buf = 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));
 | 
						|
    }
 | 
						|
 | 
						|
    LightSource::LightSource()
 | 
						|
        : mRadius(0.f)
 | 
						|
        , mActorFade(1.f)
 | 
						|
    {
 | 
						|
        setUpdateCallback(new CollectLightCallback);
 | 
						|
        mId = sLightId++;
 | 
						|
    }
 | 
						|
 | 
						|
    LightSource::LightSource(const LightSource ©, const osg::CopyOp ©op)
 | 
						|
        : osg::Node(copy, copyop)
 | 
						|
        , mRadius(copy.mRadius)
 | 
						|
        , mActorFade(copy.mActorFade)
 | 
						|
    {
 | 
						|
        mId = sLightId++;
 | 
						|
 | 
						|
        for (int i = 0; i < 2; ++i)
 | 
						|
            mLight[i] = new osg::Light(*copy.mLight[i].get(), copyop);
 | 
						|
    }
 | 
						|
 | 
						|
    void LightListCallback::operator()(osg::Node *node, osg::NodeVisitor *nv)
 | 
						|
    {
 | 
						|
        osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
 | 
						|
 | 
						|
        bool pushedState = pushLightState(node, cv);
 | 
						|
        traverse(node, nv);
 | 
						|
        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:
 | 
						|
        // - cull list of lights by the camera frustum
 | 
						|
        // - organize lights in a quad tree
 | 
						|
 | 
						|
 | 
						|
        // update light list if necessary
 | 
						|
        // makes sure we don't update it more than once per frame when rendering with multiple cameras
 | 
						|
        if (mLastFrameNumber != cv->getTraversalNumber())
 | 
						|
        {
 | 
						|
            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->getCurrentCamera(), 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::StateSet* stateset = nullptr;
 | 
						|
 | 
						|
            if (mLightList.size() > maxLights)
 | 
						|
            {
 | 
						|
                // remove lights culled by this camera
 | 
						|
                LightManager::LightList lightList = mLightList;
 | 
						|
                for (auto it = lightList.begin(); it != lightList.end() && lightList.size() > maxLights;)
 | 
						|
                {
 | 
						|
                    osg::CullStack::CullingStack& stack = cv->getModelViewCullingStack();
 | 
						|
 | 
						|
                    osg::BoundingSphere bs = (*it)->mViewBound;
 | 
						|
                    bs._radius = bs._radius * 2.0;
 | 
						|
                    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(), cv->getCurrentRenderStage()->getInitialViewMatrix());
 | 
						|
            }
 | 
						|
            else
 | 
						|
                stateset = mLightManager->getLightListStateSet(mLightList, cv->getTraversalNumber(), cv->getCurrentRenderStage()->getInitialViewMatrix());
 | 
						|
 | 
						|
 | 
						|
            cv->pushStateSet(stateset);
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
}
 |