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(); }
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 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)); }
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 }
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 ); }