Shader-based scenery lights.
This commit implements shader-based scenery lights with support for efficient rendering of a large number of lights, animations and directionality. Detailed commit log can be found at [1]. Detailed discussions can be found on the mailing list [2][3][4]. [1] https://sourceforge.net/u/fahimdalvi/fgdata/ci/feat/scenery-shader-lights/~/tree/ [2] (Timed animation stops working in certain configurations) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/4A7AC359-63B3-4D8A-815B-09823BCEFF27%40gmail.com/#msg37095923 [3] (Shader-based scenery lights) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/63E3C131-7662-4F59-B2E6-03208C78EF96%40gmail.com/#msg37190517 [4] (Shader-based scenery lights Part 2) https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/74F18179-CA34-4901-A44E-15498ECC230A%40gmail.com/#msg37331695
This commit is contained in:
parent
67806a59b0
commit
65483a373f
@ -5,6 +5,7 @@ set(HEADERS
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CoastlineBin.hxx
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GroundLightManager.hxx
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LineFeatureBin.hxx
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LightBin.hxx
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ReaderWriterSPT.hxx
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ReaderWriterSTG.hxx
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SGBuildingBin.hxx
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@ -36,6 +37,7 @@ set(SOURCES
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CoastlineBin.cxx
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GroundLightManager.cxx
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LineFeatureBin.cxx
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LightBin.cxx
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ReaderWriterSPT.cxx
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ReaderWriterSTG.cxx
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SGBuildingBin.cxx
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271
simgear/scene/tgdb/LightBin.cxx
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271
simgear/scene/tgdb/LightBin.cxx
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@ -0,0 +1,271 @@
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/* -*-c++-*-
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*
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* Copyright (C) 2020 Fahim Dalvi
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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* MA 02110-1301, USA.
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*
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*/
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include "LightBin.hxx"
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/Geometry>
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#include <osg/StateSet>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/io/iostreams/sgstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/util/RenderConstants.hxx>
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#include <simgear/scene/util/SGEnlargeBoundingBox.hxx>
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#include <simgear/scene/util/SGReaderWriterOptions.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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using namespace osg;
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namespace simgear {
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void LightBin::insert(const Light& light) {
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_aggregated_size += light.size;
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_aggregated_intensity += light.intensity;
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_lights.push_back(light);
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}
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void LightBin::insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c) {
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insert(Light(p, s, i, o, c));
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}
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void LightBin::insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec4f& a) {
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insert(Light(p, s, i, o, c, a));
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}
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void LightBin::insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec3f& d, const double& ha, const double& va) {
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insert(Light(p, s, i, o, c, d, ha, va));
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}
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void LightBin::insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec3f& d, const double& ha, const double& va, const SGVec4f& a) {
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insert(Light(p, s, i, o, c, d, ha, va, a));
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}
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unsigned LightBin::getNumLights() const
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{
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return _lights.size();
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}
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const LightBin::Light& LightBin::getLight(unsigned i) const
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{
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return _lights[i];
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}
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double LightBin::getAverageSize() const
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{
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return _aggregated_size / getNumLights();
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}
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double LightBin::getAverageIntensity() const
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{
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return _aggregated_intensity / getNumLights();
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}
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LightBin::LightBin(const SGPath& absoluteFileName) {
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if (!absoluteFileName.exists()) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Light list file " << absoluteFileName << " does not exist.");
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return;
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}
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sg_gzifstream stream(absoluteFileName);
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if (!stream.is_open()) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Unable to open " << absoluteFileName);
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return;
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}
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// Every light is defined by at most 19 properties denoting position,
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// size, intensity, color, directionality and animations
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float props[19];
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while (!stream.eof()) {
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// read a line. Each line defines a single light position and its properties,
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// and may have a comment, starting with #
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std::string line;
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std::getline(stream, line);
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// strip comments
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std::string::size_type hash_pos = line.find('#');
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if (hash_pos != std::string::npos)
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line.resize(hash_pos);
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if (line.empty()) {
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continue; // skip blank lines
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}
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// and process further
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std::stringstream in(line);
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int number_of_props = 0;
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while(!in.eof()) {
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in >> props[number_of_props++];
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}
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if (number_of_props == 10) {
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// Omnidirectional
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insert(
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SGVec3f(props[0], props[1], props[2]), // position
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props[3], // size
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props[4], // intensity
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props[5], // on_period
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SGVec4f(props[6], props[7], props[8], props[9]) //color
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);
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} else if (number_of_props == 14) {
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// Omnidirectional Animated
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insert(
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SGVec3f(props[0], props[1], props[2]), // position
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props[3], // size
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props[4], // intensity
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props[5], // on_period
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SGVec4f(props[6], props[7], props[8], props[9]), // color
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SGVec4f(props[10], props[11], props[12], props[13]) // animation_params
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);
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} else if (number_of_props == 15) {
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// Directional
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insert(
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SGVec3f(props[0], props[1], props[2]), // position
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props[3], // size
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props[4], // intensity
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props[5], // on_period
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SGVec4f(props[6], props[7], props[8], props[9]), // color
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SGVec3f(props[10], props[11], props[12]), // direction
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props[13], // horizontal_angle
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props[14] // vertical_angle
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);
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} else if (number_of_props == 19) {
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// Directional Animated
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insert(
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SGVec3f(props[0], props[1], props[2]), // position
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props[3], // size
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props[4], // intensity
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props[5], // on_period
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SGVec4f(props[6], props[7], props[8], props[9]), // color
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SGVec3f(props[10], props[11], props[12]), // direction
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props[13], // horizontal_angle
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props[14], // vertical_angle
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SGVec4f(props[15], props[16], props[17], props[18]) // animation_params
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);
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} else {
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SG_LOG(SG_TERRAIN, SG_WARN, "Error parsing light entry in: " << absoluteFileName << " line: \"" << line << "\"");
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continue;
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}
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}
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stream.close();
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}
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Effect* getLightEffect(double average_size, double average_intensity, const SGReaderWriterOptions* options)
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{
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SGPropertyNode_ptr effectProp = new SGPropertyNode;
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makeChild(effectProp, "inherits-from")->setStringValue("Effects/scenery-lights");
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/** Add average size + intensity as uniforms for non-shader or
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* non-point-sprite based lights. We cannot have per-light control using
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* OpenGL's default lights GL_ARB_point_sprite/GL_ARB_point_parameters
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* extensions, so we make a best-effort by making all lights in this bin
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* the average size/intensity.
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*/
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// Clamp intensity between 0 and 50000 candelas
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average_intensity = min(max(0.0, average_intensity), 50000.0);
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// Scale size from cm to what OpenGL extensions expects
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average_size = 1 + 50 * min(max(0.0, average_size), 500.0)/500.0;
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SGPropertyNode* params = makeChild(effectProp, "parameters");
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params->getNode("size",true)->setValue(average_size);
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params->getNode("attenuation",true)->getNode("x", true)->setValue(1.0);
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params->getNode("attenuation",true)->getNode("y", true)->setValue(0.00001);
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params->getNode("attenuation",true)->getNode("z", true)->setValue(0.00000001);
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params->getNode("min-size",true)->setValue(1.0f);
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params->getNode("max-size",true)->setValue(average_size*(1+2*average_intensity/50000));
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params->getNode("cull-face",true)->setValue("off");
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return makeEffect(effectProp, true, options);
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}
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osg::Drawable* createDrawable(LightBin& lightList, const osg::Matrix& transform) {
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if (lightList.getNumLights() <= 0)
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return 0;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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osg::Vec3Array* light_params = new osg::Vec3Array;
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osg::Vec4Array* animation_params = new osg::Vec4Array;
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osg::Vec3Array* direction_params_1 = new osg::Vec3Array;
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osg::Vec2Array* direction_params_2 = new osg::Vec2Array;
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for (int lightIdx = 0; lightIdx < lightList.getNumLights(); lightIdx++) {
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const auto l = lightList.getLight(lightIdx);
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vertices->push_back(toOsg(l.position) * transform);
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light_params->push_back(toOsg(SGVec3f(l.size, l.intensity, l.on_period)));
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direction_params_1->push_back(toOsg(l.direction));
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direction_params_2->push_back(toOsg(SGVec2f(l.horizontal_angle, l.vertical_angle)));
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animation_params->push_back(toOsg(l.animation_params));
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colors->push_back(toOsg(l.color));
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}
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setVertexAttribArray(11, light_params, osg::Array::BIND_PER_VERTEX);
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geometry->setVertexAttribArray(12, animation_params, osg::Array::BIND_PER_VERTEX);
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geometry->setVertexAttribArray(13, direction_params_1, osg::Array::BIND_PER_VERTEX);
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geometry->setVertexAttribArray(14, direction_params_2, osg::Array::BIND_PER_VERTEX);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
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osg::DrawArrays* drawArrays;
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drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
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0, vertices->size());
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geometry->addPrimitiveSet(drawArrays);
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osg::StateSet* stateSet = geometry->getOrCreateStateSet();
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stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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osg::BlendFunc* blendFunc = new osg::BlendFunc;
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stateSet->setAttribute(blendFunc);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::AlphaFunc* alphaFunc;
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alphaFunc = new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01);
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stateSet->setAttribute(alphaFunc);
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
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return geometry;
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}
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osg::ref_ptr<simgear::EffectGeode> createLights(LightBin& lightList, const osg::Matrix& transform, const SGReaderWriterOptions* options) {
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osg::ref_ptr<EffectGeode> geode = new EffectGeode;
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osg::ref_ptr<Effect> lightEffect = getLightEffect(lightList.getAverageSize(), lightList.getAverageIntensity(), options);
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geode->setEffect(lightEffect);
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geode->addDrawable(createDrawable(lightList, transform));
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// Set all light bits so that the lightbin is always on. Per light on/off
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// control is provided by the shader.
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geode->setNodeMask(LIGHTS_BITS | MODEL_BIT | PERMANENTLIGHT_BIT);
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return geode;
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}
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};
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109
simgear/scene/tgdb/LightBin.hxx
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109
simgear/scene/tgdb/LightBin.hxx
Normal file
@ -0,0 +1,109 @@
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/* -*-c++-*-
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*
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* Copyright (C) 2020 Fahim Dalvi
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
|
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
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* General Public License for more details.
|
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*
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* You should have received a copy of the GNU General Public License
|
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* along with this program; if not, write to the Free Software
|
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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* MA 02110-1301, USA.
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*
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*/
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#ifndef LIGHT_BIN_HXX
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#define LIGHT_BIN_HXX
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#include <osg/Drawable>
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#include <simgear/math/SGMath.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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namespace simgear
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{
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class LightBin {
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public:
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struct Light {
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// Omni-directional non-animated lights constructor
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Light(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c) :
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position(p), color(c), size(s), intensity(i), on_period(o),
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direction(SGVec3f(0.0f, 0.0f, 0.0f)), horizontal_angle(360.0f), vertical_angle(360.0f),
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animation_params(SGVec4f(-1.0f, 0.0f, 0.0f, 0.0f))
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{ }
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// Omni-directional animated lights constructor
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Light(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec4f& a) :
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position(p), color(c), size(s), intensity(i), on_period(o),
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direction(SGVec3f(0.0f, 0.0f, 0.0f)), horizontal_angle(360.0f), vertical_angle(360.0f),
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animation_params(a)
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{ }
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// Directional non-animated lights constructor
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Light(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec3f& d, const double& ha, const double& va) :
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position(p), color(c), size(s), intensity(i), on_period(o),
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direction(d), horizontal_angle(ha), vertical_angle(va),
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animation_params(SGVec4f(-1.0f, 0.0f, 0.0f, 0.0f))
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{ }
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// Directional animated lights constructor
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Light(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec3f& d, const double& ha, const double& va, const SGVec4f& a) :
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position(p), color(c), size(s), intensity(i), on_period(o),
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direction(d), horizontal_angle(ha), vertical_angle(va),
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animation_params(a)
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{ }
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// Basic Light parameters
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SGVec3f position;
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SGVec4f color;
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double size, intensity;
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int on_period; // 0 - all day, 1 - turn on exactly at sunset for night, 2 - turn on randomly around sunset, 3 - night + low visibility
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// Directionality parameters
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SGVec3f direction;
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double horizontal_angle, vertical_angle; // If both angles are 360, the light is treated as omni-directional
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/*
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* animation_params defines the animation (if any) that the light has to be
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* rendered with. It consists of 4 parameters:
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* 1. animation_params[0] - interval: Length of the animation (in seconds) - i.e. the animation will loop every `interval` seconds. Animation is disabled if `interval` is less than equal to 0.
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* 2. animation_params[1] - on_portion: Portion of the interval the light should functional, i.e. a value of 0.5 implies that the light will only function in the first half of the interval.
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* 3. animation_params[2] - strobe_rate: Number of light strobes in the entire `interval`. A value of 1 implies the light will turn on and off once within an `interval`, 2 implies the light will turn on, turn off, turn on, turn off in one `interval`. A value less than or equal to 0 implies an always on light.
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* 4. animation_params[3] - offset: Offset the interval start to allow for variety within multiple lights in the same scene, or specific multi-light animations like the RABBIT near the runway. A value less than 0 implies randomized offset.
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*/
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SGVec4f animation_params;
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};
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typedef std::vector<Light> LightList;
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LightBin() = default;
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LightBin(const SGPath& absoluteFileName);
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~LightBin() = default;
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void insert(const Light& light);
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void insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c);
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void insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec4f& a);
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void insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec3f& d, const double& ha, const double& va);
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void insert(const SGVec3f& p, const double& s, const double& i, const int& o, const SGVec4f& c, const SGVec3f& d, const double& ha, const double& va, const SGVec4f& a);
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unsigned getNumLights() const;
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const Light& getLight(unsigned i) const;
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||||
double getAverageSize() const;
|
||||
double getAverageIntensity() const;
|
||||
private:
|
||||
LightList _lights;
|
||||
|
||||
double _aggregated_size, _aggregated_intensity;
|
||||
};
|
||||
|
||||
osg::ref_ptr<simgear::EffectGeode> createLights(LightBin& lightList, const osg::Matrix& transform, const SGReaderWriterOptions* options);
|
||||
};
|
||||
#endif
|
@ -56,7 +56,7 @@
|
||||
#include <simgear/scene/tgdb/SGBuildingBin.hxx>
|
||||
#include <simgear/scene/tgdb/TreeBin.hxx>
|
||||
#include <simgear/scene/tgdb/VPBTechnique.hxx>
|
||||
|
||||
#include <simgear/scene/tgdb/LightBin.hxx>
|
||||
|
||||
#include <simgear/scene/util/SGSceneFeatures.hxx>
|
||||
|
||||
@ -73,6 +73,8 @@
|
||||
#define LINE_FEATURE_LIST "LINE_FEATURE_LIST"
|
||||
#define AREA_FEATURE_LIST "AREA_FEATURE_LIST"
|
||||
#define COASTLINE_LIST "COASTLINE_LIST"
|
||||
#define OBJECT_LIGHT "OBJECT_LIGHT"
|
||||
#define LIGHT_LIST "LIGHT_LIST"
|
||||
|
||||
namespace simgear {
|
||||
|
||||
@ -154,6 +156,21 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
std::string _material_name;
|
||||
double _lon, _lat, _elev;
|
||||
};
|
||||
struct _Light {
|
||||
_Light() : _lon(0), _lat(0), _elev(0), _size(0), _intensity(0), _on_period(0), _horizontal_angle(0), _vertical_angle(0) { }
|
||||
double _lon, _lat, _elev;
|
||||
double _size, _intensity;
|
||||
int _on_period;
|
||||
SGVec4f _color;
|
||||
SGVec3f _direction;
|
||||
double _horizontal_angle, _vertical_angle;
|
||||
SGVec4f _animation_params;
|
||||
};
|
||||
struct _LightList {
|
||||
_LightList() : _lon(0), _lat(0), _elev(0) { }
|
||||
std::string _filename;
|
||||
double _lon, _lat, _elev;
|
||||
};
|
||||
|
||||
struct _LineFeatureList {
|
||||
_LineFeatureList() { }
|
||||
@ -334,6 +351,49 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
}
|
||||
}
|
||||
|
||||
// Add lights
|
||||
if (!_lightList.empty()) {
|
||||
// Transform lights frame of ref for better precision
|
||||
osg::MatrixTransform* matrixTransform;
|
||||
matrixTransform = new osg::MatrixTransform(makeZUpFrame(_bucket.get_center()));
|
||||
matrixTransform->setName("rotateLights");
|
||||
matrixTransform->setDataVariance(osg::Object::STATIC);
|
||||
|
||||
LightBin lightList;
|
||||
for (const auto& light : _lightList) {
|
||||
osg::Matrix _position_frame(makeZUpFrame(SGGeod::fromDegM(light._lon, light._lat, light._elev)));
|
||||
SGVec3f _position(_position_frame(3,0), _position_frame(3,1), _position_frame(3,2));
|
||||
|
||||
lightList.insert(
|
||||
_position,
|
||||
light._size, light._intensity,
|
||||
light._on_period,
|
||||
light._color,
|
||||
light._direction,
|
||||
light._horizontal_angle, light._vertical_angle,
|
||||
light._animation_params
|
||||
);
|
||||
}
|
||||
|
||||
matrixTransform->addChild(createLights(lightList, matrixTransform->getInverseMatrix(), _options));
|
||||
group->addChild(matrixTransform);
|
||||
}
|
||||
|
||||
if (!_lightListList.empty()) {
|
||||
for (const auto& ll : _lightListList) {
|
||||
osg::MatrixTransform* matrixTransform;
|
||||
matrixTransform = new osg::MatrixTransform(makeZUpFrame(SGGeod::fromDegM(ll._lon, ll._lat, ll._elev)));
|
||||
matrixTransform->setName("rotateLights");
|
||||
matrixTransform->setDataVariance(osg::Object::STATIC);
|
||||
|
||||
const auto path = SGPath(ll._filename);
|
||||
LightBin lightList(path);
|
||||
|
||||
matrixTransform->addChild(createLights(lightList, osg::Matrix::identity(), _options));
|
||||
group->addChild(matrixTransform);
|
||||
}
|
||||
}
|
||||
|
||||
return group.release();
|
||||
}
|
||||
|
||||
@ -342,6 +402,8 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
std::list<_Sign> _signList;
|
||||
std::list<_BuildingList> _buildingList;
|
||||
std::list<_TreeList> _treeList;
|
||||
std::list<_Light> _lightList;
|
||||
std::list<_LightList> _lightListList;
|
||||
|
||||
/// The original options to use for this bunch of models
|
||||
osg::ref_ptr<SGReaderWriterOptions> _options;
|
||||
@ -653,6 +715,23 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
coastFeaturelist._filename = path.utf8Str();
|
||||
coastFeaturelist._bucket = bucketIndexFromFileName(absoluteFileName.file_base().c_str());
|
||||
_coastFeatureListList.push_back(coastFeaturelist);
|
||||
} else if (token == OBJECT_LIGHT) {
|
||||
_Light light;
|
||||
in >> light._lon >> light._lat >> light._elev
|
||||
>> light._size >> light._intensity
|
||||
>> light._on_period
|
||||
>> light._color[0] >> light._color[1] >> light._color[2] >> light._color[3]
|
||||
>> light._direction[0] >> light._direction[1] >> light._direction[2]
|
||||
>> light._horizontal_angle >> light._vertical_angle
|
||||
>> light._animation_params[0] >> light._animation_params[1] >> light._animation_params[2] >> light._animation_params[3];
|
||||
checkInsideBucket(absoluteFileName, light._lon, light._lat);
|
||||
_lightList.push_back(light);
|
||||
} else if (token == LIGHT_LIST) {
|
||||
_LightList lightList;
|
||||
lightList._filename = path.utf8Str();
|
||||
in >> lightList._lon >> lightList._lat >> lightList._elev;
|
||||
checkInsideBucket(absoluteFileName, lightList._lon, lightList._lat);
|
||||
_lightListList.push_back(lightList);
|
||||
} else {
|
||||
// Check registered callback for token. Keep lock until callback completed to make sure it will not be
|
||||
// executed after a thread successfully executed removeSTGObjectHandler()
|
||||
@ -818,7 +897,9 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
_treeListList.empty() &&
|
||||
_lineFeatureListList.empty() &&
|
||||
_areaFeatureListList.empty() &&
|
||||
_coastFeatureListList.empty())
|
||||
_coastFeatureListList.empty() &&
|
||||
_lightList.empty() &&
|
||||
_lightListList.empty())
|
||||
{
|
||||
// The simple case, just return the terrain group
|
||||
return terrainGroup.release();
|
||||
@ -839,6 +920,8 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
readFileCallback->_objectStaticList = _objectStaticList;
|
||||
readFileCallback->_buildingList = _buildingListList;
|
||||
readFileCallback->_treeList = _treeListList;
|
||||
readFileCallback->_lightList = _lightList;
|
||||
readFileCallback->_lightListList = _lightListList;
|
||||
readFileCallback->_signList = _signList;
|
||||
readFileCallback->_options = options;
|
||||
readFileCallback->_bucket = bucket;
|
||||
@ -871,6 +954,8 @@ struct ReaderWriterSTG::_ModelBin {
|
||||
std::list<_LineFeatureList> _lineFeatureListList;
|
||||
std::list<_AreaFeatureList> _areaFeatureListList;
|
||||
std::list<_CoastlineList> _coastFeatureListList;
|
||||
std::list<_Light> _lightList;
|
||||
std::list<_LightList> _lightListList;
|
||||
};
|
||||
|
||||
ReaderWriterSTG::ReaderWriterSTG()
|
||||
|
Loading…
Reference in New Issue
Block a user