Пример #1
0
void CVRCullVisitor::apply(osg::LightSource& node)
{
    // push the node's state.
    StateSet* node_state = node.getStateSet();
    if(node_state)
        pushStateSet(node_state);

    StateAttribute* light = node.getLight();
    if(light)
    {
        if(node.getReferenceFrame() == osg::LightSource::RELATIVE_RF)
        {
            RefMatrix& matrix = *getModelViewMatrix();
            addPositionedAttribute(&matrix,light);
        }
        else
        {
            // relative to absolute.
            addPositionedAttribute(0,light);
        }
    }

    handle_cull_callbacks_and_traverse(node);

    // pop the node's state off the geostate stack.    
    if(node_state)
        popStateSet();
}
Пример #2
0
void
FltExportVisitor::apply( osg::LightSource& node )
{
    _firstNode = false;
    ScopedStatePushPop guard( this, node.getStateSet() );

    writeLightSource( node );
    writeMatrix( node.getUserData() );
    writeComment( node );
    writePushTraverseWritePop( node );
}
Пример #3
0
    void apply(osg::LightSource& lightsource)
    {
        if (lightsource.getLight())
        {
            if (lightsource.getReferenceFrame()==osg::LightSource::RELATIVE_RF)
            {
                apply( osg::Matrix::identity(), lightsource.getLight());
            }
            else
            {
                apply(osg::computeEyeToLocal(_viewMatrix,_nodePath), lightsource.getLight());
            }
        }

        traverse(lightsource);
    }
void
FltExportVisitor::writeLightSource(const osg::LightSource &node)
{
    static const unsigned int ENABLED = 0x80000000u >> 0;
    static const unsigned int GLOBAL  = 0x80000000u >> 1;

    osg::Light const *light = node.getLight();
    int              index  = _lightSourcePalette->add(light);

    osg::Vec4d const &lightPos = light->getPosition();
    osg::Vec3f const &lightDir = light->getDirection();

    uint32              flags = 0;
    osg::StateSet const *ss   = getCurrentStateSet();

    if (ss->getMode(GL_LIGHT0 + light->getLightNum()) & osg::StateAttribute::ON)
    {
        flags |= ENABLED;
    }

    // If this light is enabled for the node at the top of our StateSet stack,
    // assume it is 'global' for OpenFlight's purposes
    ss = _stateSetStack.front().get();
    if (ss->getMode(GL_LIGHT0 + light->getLightNum()) & osg::StateAttribute::ON)
    {
        flags |= GLOBAL;
    }

    uint16   length(64);
    IdHelper id(*this, node.getName());

    _records->writeInt16((int16) LIGHT_SOURCE_OP);
    _records->writeInt16(length);
    _records->writeID(id);
    _records->writeInt32(0);                // Reserved
    _records->writeInt32(index);            // Index into light source palette
    _records->writeInt32(0);                // Reserved
    _records->writeUInt32(flags);           // Flags
    _records->writeInt32(0);                // Reserved
    _records->writeVec3d(osg::Vec3d(
                             lightPos.x(), lightPos.y(), lightPos.z()));

    // TODO: Verify that indices 0 and 1 correspond to yaw and pitch
    _records->writeFloat32(lightDir[0]);    // Yaw
    _records->writeFloat32(lightDir[1]);    // Pitch
}
Пример #5
0
void
GenerateGL3LightingUniforms::apply(osg::LightSource& lightSource)
{
    if (lightSource.getLight())
    {
        if (!alreadyInstalled<LightSourceGL3UniformGenerator>(lightSource.getCullCallback()))
        {
            lightSource.addCullCallback(new LightSourceGL3UniformGenerator());
        }

#if !defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
        // If there's no FFP, we need to replace the Light with a LightGL3 to prevent
        // error messages on the console.
        if (dynamic_cast<LightGL3*>(lightSource.getLight()) == 0L)
        {
            lightSource.setLight(new LightGL3(*lightSource.getLight()));
        }
#endif
    }

    apply(static_cast<osg::Node&>(lightSource));
}
Пример #6
0
void daeWriter::apply( osg::LightSource &node )
{
    debugPrint( node );
    updateCurrentDaeNode();

    domInstance_light *il = daeSafeCast< domInstance_light >( currentNode->add( COLLADA_ELEMENT_INSTANCE_LIGHT ) );
    std::string name = node.getName();
    if ( name.empty() )
    {
        name = uniquify( "light" );
    }
    std::string url = "#" + name;
    il->setUrl( url.c_str() );

    if ( lib_lights == NULL )
    {
        lib_lights = daeSafeCast< domLibrary_lights >( dom->add( COLLADA_ELEMENT_LIBRARY_LIGHTS ) );
    }
    domLight *light = daeSafeCast< domLight >( lib_lights->add( COLLADA_ELEMENT_LIGHT ) );
    light->setId( name.c_str() );
    
    osg::Light* pOsgLight = node.getLight();

    domLight *pDomLight = daeSafeCast< domLight >( lib_lights->add( COLLADA_ELEMENT_LIGHT ) );
    pDomLight->setId( name.c_str() );

    domLight::domTechnique_common *domTechniqueCommon = daeSafeCast<domLight::domTechnique_common>(pDomLight->add(COLLADA_ELEMENT_TECHNIQUE_COMMON));

    osg::Vec4 position = pOsgLight->getPosition();
    osg::Vec3 direction = pOsgLight->getDirection();
    osg::Vec4 ambientColor = pOsgLight->getAmbient();
    osg::Vec4 diffuseColor = pOsgLight->getDiffuse();
    osg::Vec4 specularColor = pOsgLight->getSpecular();

    if (position.w() == 0)
    {
        // Directional light
        domLight::domTechnique_common::domDirectional *domDirectional = daeSafeCast<domLight::domTechnique_common::domDirectional>(domTechniqueCommon->add(COLLADA_ELEMENT_DIRECTIONAL));

        if ((position.x() != 0) || (position.y() != 0) || (position.z() != 0))
        {
            osg::Vec3 dir(-position.x(), -position.y(), -position.z());
            // TODO wrap instance_light in a rotating node to translate default light [0,0,-1] into proper direction
        }

        domFloat3 color;
        color.append3(diffuseColor.r(), diffuseColor.g(), diffuseColor.b());
        domDirectional->add(COLLADA_ELEMENT_COLOR);
        domDirectional->getColor()->setValue(color);
    }
    else if (direction.length() == 0)
    {
        // Omni/point light
        domLight::domTechnique_common::domPoint *domPoint = daeSafeCast<domLight::domTechnique_common::domPoint>(domTechniqueCommon->add(COLLADA_ELEMENT_POINT));
        domPoint->add(COLLADA_ELEMENT_CONSTANT_ATTENUATION);
        domPoint->getConstant_attenuation()->setValue(pOsgLight->getConstantAttenuation());
        domPoint->add(COLLADA_ELEMENT_LINEAR_ATTENUATION);
        domPoint->getLinear_attenuation()->setValue(pOsgLight->getLinearAttenuation());
        domPoint->add(COLLADA_ELEMENT_QUADRATIC_ATTENUATION);
        domPoint->getQuadratic_attenuation()->setValue(pOsgLight->getQuadraticAttenuation());
        
        if ((position.x() != 0) || (position.y() != 0) || (position.z() != 0))
        {
            // TODO wrap instance_light in a transforming node to translate default light [0,0,0] into proper position
        }

        domFloat3 color;
        color.append3(diffuseColor.r(), diffuseColor.g(), diffuseColor.b());
        domPoint->add(COLLADA_ELEMENT_COLOR);
        domPoint->getColor()->setValue(color);
    }
    else
    {
        // Spot light
        domLight::domTechnique_common::domSpot *domSpot = daeSafeCast<domLight::domTechnique_common::domSpot>(domTechniqueCommon->add(COLLADA_ELEMENT_SPOT));
        domSpot->add(COLLADA_ELEMENT_CONSTANT_ATTENUATION);
        domSpot->getConstant_attenuation()->setValue(pOsgLight->getConstantAttenuation());
        domSpot->add(COLLADA_ELEMENT_LINEAR_ATTENUATION);
        domSpot->getLinear_attenuation()->setValue(pOsgLight->getLinearAttenuation());
        domSpot->add(COLLADA_ELEMENT_QUADRATIC_ATTENUATION);
        domSpot->getQuadratic_attenuation()->setValue(pOsgLight->getQuadraticAttenuation());

        if ((position.x() != 0) || (position.y() != 0) || (position.z() != 0))
        {
            // TODO wrap instance_light in a transforming node to translate default light [0,0,0] into proper position
            // and rotate default direction [0,0,-1] into proper dir
        }

        domFloat3 color;
        color.append3(diffuseColor.r(), diffuseColor.g(), diffuseColor.b());
        domSpot->add(COLLADA_ELEMENT_COLOR);
        domSpot->getColor()->setValue(color);

        domSpot->add(COLLADA_ELEMENT_FALLOFF_ANGLE);
        domSpot->getFalloff_angle()->setValue(pOsgLight->getSpotCutoff());

        domSpot->add(COLLADA_ELEMENT_FALLOFF_EXPONENT);
        domSpot->getFalloff_exponent()->setValue(pOsgLight->getSpotExponent());
    }

    // Write ambient as a separate Collada <ambient> light
    if ((ambientColor.r() != 0) || (ambientColor.g() != 0) || (ambientColor.b() != 0))
    {
        domInstance_light *ambientDomInstanceLight = daeSafeCast< domInstance_light >(currentNode->add( COLLADA_ELEMENT_INSTANCE_LIGHT ));
        std::string name = node.getName();
        if (name.empty())
        {
            name = uniquify( "light-ambient" );
        }
        else
        {
            name += "-ambient";
        }
        std::string url = "#" + name;
        ambientDomInstanceLight->setUrl( url.c_str() );

        domLight *ambientDomLight = daeSafeCast< domLight >( lib_lights->add( COLLADA_ELEMENT_LIGHT ) );
        ambientDomLight->setId(name.c_str());
        
        domLight::domTechnique_common *ambientDomTechniqueCommon = daeSafeCast<domLight::domTechnique_common>(ambientDomLight->add(COLLADA_ELEMENT_TECHNIQUE_COMMON));

        // Ambient light
        domLight::domTechnique_common::domAmbient *domAmbient = daeSafeCast<domLight::domTechnique_common::domAmbient>(ambientDomTechniqueCommon->add(COLLADA_ELEMENT_AMBIENT));

        domFloat3 color;
        color.append3(ambientColor.r(), ambientColor.g(), ambientColor.b());
        domAmbient->add(COLLADA_ELEMENT_COLOR);
        domAmbient->getColor()->setValue(color);
    }
   
    traverse( node );
}