1 // pt_lights.cxx -- build a 'directional' light on the fly
3 // Written by Curtis Olson, started March 2002.
5 // Copyright (C) 2002 Curtis L. Olson - http://www.flightgear.org/~curt
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
24 # include <simgear_config.h>
27 #include "pt_lights.hxx"
30 #include <boost/tuple/tuple_comparison.hpp>
33 #include <osg/Geometry>
34 #include <osg/CullFace>
36 #include <osg/MatrixTransform>
37 #include <osg/NodeCallback>
38 #include <osg/NodeVisitor>
39 #include <osg/Texture2D>
40 #include <osg/AlphaFunc>
41 #include <osg/BlendFunc>
43 #include <osg/Sequence>
44 #include <osg/PolygonMode>
46 #include <osg/FragmentProgram>
47 #include <osg/VertexProgram>
49 #include <osg/PointSprite>
50 #include <osg/Material>
52 #include <osg/StateSet>
54 #include <osgUtil/CullVisitor>
56 #include <OpenThreads/Mutex>
57 #include <OpenThreads/ScopedLock>
59 #include <simgear/math/sg_random.h>
60 #include <simgear/debug/logstream.hxx>
61 #include <simgear/scene/util/RenderConstants.hxx>
62 #include <simgear/scene/util/SGEnlargeBoundingBox.hxx>
63 #include <simgear/scene/util/StateAttributeFactory.hxx>
65 #include <simgear/scene/material/Effect.hxx>
66 #include <simgear/scene/material/EffectGeode.hxx>
67 #include <simgear/scene/material/Technique.hxx>
68 #include <simgear/scene/material/Pass.hxx>
70 #include "SGVasiDrawable.hxx"
72 using OpenThreads::Mutex;
73 using OpenThreads::ScopedLock;
76 using namespace simgear;
79 setPointSpriteImage(unsigned char* data, unsigned log2resolution,
80 unsigned charsPerPixel)
82 int env_tex_res = (1 << log2resolution);
83 for (int i = 0; i < env_tex_res; ++i) {
84 for (int j = 0; j < env_tex_res; ++j) {
85 int xi = 2*i + 1 - env_tex_res;
86 int yi = 2*j + 1 - env_tex_res;
100 float x = 1.5*xi/(float)(env_tex_res);
101 float y = 1.5*yi/(float)(env_tex_res);
102 // float x = 2*xi/(float)(env_tex_res);
103 // float y = 2*yi/(float)(env_tex_res);
104 float dist = sqrt(x*x + y*y);
105 float bright = SGMiscf::clip(255*(1-dist), 0, 255);
106 for (unsigned l = 0; l < charsPerPixel; ++l)
107 data[charsPerPixel*(i*env_tex_res + j) + l] = (unsigned char)bright;
113 getPointSpriteImage(int logResolution)
115 osg::Image* image = new osg::Image;
117 osg::Image::MipmapDataType mipmapOffsets;
119 for (int i = logResolution; 0 <= i; --i) {
120 unsigned res = 1 << i;
122 mipmapOffsets.push_back(off);
125 int env_tex_res = (1 << logResolution);
127 unsigned char* imageData = new unsigned char[off];
128 image->setImage(env_tex_res, env_tex_res, 1,
129 GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, imageData,
130 osg::Image::USE_NEW_DELETE);
131 image->setMipmapLevels(mipmapOffsets);
133 for (int k = logResolution; 0 <= k; --k) {
134 setPointSpriteImage(image->getMipmapData(logResolution - k), k, 1);
140 static Mutex lightMutex;
142 static osg::Texture2D*
143 gen_standard_light_sprite(void)
145 // Always called from when the lightMutex is already taken
146 static osg::ref_ptr<osg::Texture2D> texture;
148 return texture.get();
150 texture = new osg::Texture2D;
151 texture->setImage(getPointSpriteImage(6));
152 texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
153 texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
155 return texture.get();
160 typedef boost::tuple<float, osg::Vec3, float, float, bool> PointParams;
161 typedef std::map<PointParams, ref_ptr<Effect> > EffectMap;
165 ref_ptr<PolygonMode> polyMode = new PolygonMode(PolygonMode::FRONT,
167 ref_ptr<PointSprite> pointSprite = new PointSprite;
170 Effect* getLightEffect(float size, const Vec3& attenuation,
171 float minSize, float maxSize, bool directional)
173 PointParams pointParams(size, attenuation, minSize, maxSize, directional);
174 ScopedLock<Mutex> lock(lightMutex);
175 EffectMap::iterator eitr = effectMap.find(pointParams);
176 if (eitr != effectMap.end())
177 return eitr->second.get();
178 // Basic stuff; no sprite or attenuation support
179 Pass *basicPass = new Pass;
180 basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
181 basicPass->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
182 StateAttributeFactory *attrFact = StateAttributeFactory::instance();
183 basicPass->setAttributeAndModes(attrFact->getStandardBlendFunc());
184 basicPass->setAttributeAndModes(attrFact->getStandardAlphaFunc());
186 basicPass->setAttributeAndModes(attrFact->getCullFaceBack());
187 basicPass->setAttribute(polyMode.get());
189 Pass *attenuationPass = clone(basicPass, CopyOp::SHALLOW_COPY);
190 osg::Point* point = new osg::Point;
191 point->setMinSize(minSize);
192 point->setMaxSize(maxSize);
193 point->setSize(size);
194 point->setDistanceAttenuation(attenuation);
195 attenuationPass->setAttributeAndModes(point);
196 Pass *spritePass = clone(basicPass, CopyOp::SHALLOW_COPY);
197 spritePass->setTextureAttributeAndModes(0, pointSprite.get(),
198 osg::StateAttribute::ON);
199 Texture2D* texture = gen_standard_light_sprite();
200 spritePass->setTextureAttribute(0, texture);
201 spritePass->setTextureMode(0, GL_TEXTURE_2D,
202 osg::StateAttribute::ON);
203 spritePass->setTextureAttribute(0, attrFact->getStandardTexEnv());
204 Pass *combinedPass = clone(spritePass, CopyOp::SHALLOW_COPY);
205 combinedPass->setAttributeAndModes(point);
206 Effect* effect = new Effect;
207 std::vector<std::string> parameterExtensions;
209 if (SGSceneFeatures::instance()->getEnablePointSpriteLights())
211 std::vector<std::string> combinedExtensions;
212 combinedExtensions.push_back("GL_ARB_point_sprite");
213 combinedExtensions.push_back("GL_ARB_point_parameters");
214 Technique* combinedTniq = new Technique;
215 combinedTniq->passes.push_back(combinedPass);
216 combinedTniq->setGLExtensionsPred(2.0, combinedExtensions);
217 effect->techniques.push_back(combinedTniq);
218 std::vector<std::string> spriteExtensions;
219 spriteExtensions.push_back(combinedExtensions.front());
220 Technique* spriteTniq = new Technique;
221 spriteTniq->passes.push_back(spritePass);
222 spriteTniq->setGLExtensionsPred(2.0, spriteExtensions);
223 effect->techniques.push_back(spriteTniq);
224 parameterExtensions.push_back(combinedExtensions.back());
227 Technique* parameterTniq = new Technique;
228 parameterTniq->passes.push_back(attenuationPass);
229 parameterTniq->setGLExtensionsPred(1.4, parameterExtensions);
230 effect->techniques.push_back(parameterTniq);
231 Technique* basicTniq = new Technique(true);
232 basicTniq->passes.push_back(basicPass);
233 effect->techniques.push_back(basicTniq);
234 effectMap.insert(std::make_pair(pointParams, effect));
240 SGLightFactory::getLightDrawable(const SGLightBin::Light& light)
242 osg::Vec3Array* vertices = new osg::Vec3Array;
243 osg::Vec4Array* colors = new osg::Vec4Array;
245 vertices->push_back(toOsg(light.position));
246 colors->push_back(toOsg(light.color));
248 osg::Geometry* geometry = new osg::Geometry;
249 geometry->setVertexArray(vertices);
250 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
251 geometry->setColorArray(colors);
252 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
254 // Enlarge the bounding box to avoid such light nodes being victim to
255 // small feature culling.
256 geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
258 osg::DrawArrays* drawArrays;
259 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
260 0, vertices->size());
261 geometry->addPrimitiveSet(drawArrays);
266 SGLightFactory::getLightDrawable(const SGDirectionalLightBin::Light& light)
268 osg::Vec3Array* vertices = new osg::Vec3Array;
269 osg::Vec4Array* colors = new osg::Vec4Array;
271 SGVec4f visibleColor(light.color);
272 SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
274 SGVec3f normal = normalize(light.normal);
275 SGVec3f perp1 = perpendicular(normal);
276 SGVec3f perp2 = cross(normal, perp1);
277 SGVec3f position = light.position;
278 vertices->push_back(toOsg(position));
279 vertices->push_back(toOsg(position + perp1));
280 vertices->push_back(toOsg(position + perp2));
281 colors->push_back(toOsg(visibleColor));
282 colors->push_back(toOsg(invisibleColor));
283 colors->push_back(toOsg(invisibleColor));
285 osg::Geometry* geometry = new osg::Geometry;
286 geometry->setVertexArray(vertices);
287 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
288 geometry->setColorArray(colors);
289 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
290 // Enlarge the bounding box to avoid such light nodes being victim to
291 // small feature culling.
292 geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
294 osg::DrawArrays* drawArrays;
295 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
296 0, vertices->size());
297 geometry->addPrimitiveSet(drawArrays);
303 ref_ptr<StateSet> simpleLightSS;
306 SGLightFactory::getLights(const SGLightBin& lights, unsigned inc, float alphaOff)
308 if (lights.getNumLights() <= 0)
311 osg::Vec3Array* vertices = new osg::Vec3Array;
312 osg::Vec4Array* colors = new osg::Vec4Array;
314 for (unsigned i = 0; i < lights.getNumLights(); i += inc) {
315 vertices->push_back(toOsg(lights.getLight(i).position));
316 SGVec4f color = lights.getLight(i).color;
317 color[3] = SGMiscf::max(0, SGMiscf::min(1, color[3] + alphaOff));
318 colors->push_back(toOsg(color));
321 osg::Geometry* geometry = new osg::Geometry;
323 geometry->setVertexArray(vertices);
324 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
325 geometry->setColorArray(colors);
326 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
328 osg::DrawArrays* drawArrays;
329 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
330 0, vertices->size());
331 geometry->addPrimitiveSet(drawArrays);
334 ScopedLock<Mutex> lock(lightMutex);
335 if (!simpleLightSS.valid()) {
336 StateAttributeFactory *attrFact = StateAttributeFactory::instance();
337 simpleLightSS = new StateSet;
338 simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
339 simpleLightSS->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
340 simpleLightSS->setAttributeAndModes(attrFact->getStandardBlendFunc());
341 simpleLightSS->setAttributeAndModes(attrFact->getStandardAlphaFunc());
344 geometry->setStateSet(simpleLightSS.get());
350 SGLightFactory::getLights(const SGDirectionalLightBin& lights)
352 if (lights.getNumLights() <= 0)
355 osg::Vec3Array* vertices = new osg::Vec3Array;
356 osg::Vec4Array* colors = new osg::Vec4Array;
358 for (unsigned i = 0; i < lights.getNumLights(); ++i) {
359 SGVec4f visibleColor(lights.getLight(i).color);
360 SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
362 SGVec3f normal = normalize(lights.getLight(i).normal);
363 SGVec3f perp1 = perpendicular(normal);
364 SGVec3f perp2 = cross(normal, perp1);
365 SGVec3f position = lights.getLight(i).position;
366 vertices->push_back(toOsg(position));
367 vertices->push_back(toOsg(position + perp1));
368 vertices->push_back(toOsg(position + perp2));
369 colors->push_back(toOsg(visibleColor));
370 colors->push_back(toOsg(invisibleColor));
371 colors->push_back(toOsg(invisibleColor));
374 osg::Geometry* geometry = new osg::Geometry;
376 geometry->setVertexArray(vertices);
377 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
378 geometry->setColorArray(colors);
379 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
381 osg::DrawArrays* drawArrays;
382 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
383 0, vertices->size());
384 geometry->addPrimitiveSet(drawArrays);
388 static SGVasiDrawable*
389 buildVasi(const SGDirectionalLightBin& lights, const SGVec3f& up,
390 const SGVec4f& red, const SGVec4f& white)
392 unsigned count = lights.getNumLights();
394 SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
396 // PAPI configuration
398 drawable->addLight(lights.getLight(0).position,
399 lights.getLight(0).normal, up, 3.5);
401 drawable->addLight(lights.getLight(1).position,
402 lights.getLight(1).normal, up, 3.167);
404 drawable->addLight(lights.getLight(2).position,
405 lights.getLight(2).normal, up, 2.833);
407 drawable->addLight(lights.getLight(3).position,
408 lights.getLight(3).normal, up, 2.5);
411 else if (count == 12) {
412 SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
414 // probably vasi, first 6 are downwind bar (2.5 deg)
415 for (unsigned i = 0; i < 6; ++i)
416 drawable->addLight(lights.getLight(i).position,
417 lights.getLight(i).normal, up, 2.5);
418 // last 6 are upwind bar (3.0 deg)
419 for (unsigned i = 6; i < 12; ++i)
420 drawable->addLight(lights.getLight(i).position,
421 lights.getLight(i).normal, up, 3.0);
426 SG_LOG(SG_TERRAIN, SG_ALERT,
427 "unknown vasi/papi configuration, count = " << count);
433 SGLightFactory::getVasi(const SGVec3f& up, const SGDirectionalLightBin& lights,
434 const SGVec4f& red, const SGVec4f& white)
436 SGVasiDrawable* drawable = buildVasi(lights, up, red, white);
440 osg::StateSet* stateSet = drawable->getOrCreateStateSet();
441 stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
442 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
444 osg::BlendFunc* blendFunc = new osg::BlendFunc;
445 stateSet->setAttribute(blendFunc);
446 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
448 osg::AlphaFunc* alphaFunc;
449 alphaFunc = new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01);
450 stateSet->setAttribute(alphaFunc);
451 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
457 SGLightFactory::getSequenced(const SGDirectionalLightBin& lights)
459 if (lights.getNumLights() <= 0)
462 // generate a repeatable random seed
463 sg_srandom(unsigned(lights.getLight(0).position[0]));
464 float flashTime = 2e-2 + 5e-3*sg_random();
465 osg::Sequence* sequence = new osg::Sequence;
466 sequence->setDefaultTime(flashTime);
467 Effect* effect = getLightEffect(10.0f, osg::Vec3(1.0, 0.0001, 0.00000001),
469 for (int i = lights.getNumLights() - 1; 0 <= i; --i) {
470 EffectGeode* egeode = new EffectGeode;
471 egeode->setEffect(effect);
472 egeode->addDrawable(getLightDrawable(lights.getLight(i)));
473 sequence->addChild(egeode, flashTime);
475 sequence->addChild(new osg::Group, 1 + 1e-1*sg_random());
476 sequence->setInterval(osg::Sequence::LOOP, 0, -1);
477 sequence->setDuration(1.0f, -1);
478 sequence->setMode(osg::Sequence::START);
479 sequence->setSync(true);
484 SGLightFactory::getOdal(const SGLightBin& lights)
486 if (lights.getNumLights() < 2)
489 // generate a repeatable random seed
490 sg_srandom(unsigned(lights.getLight(0).position[0]));
491 float flashTime = 2e-2 + 5e-3*sg_random();
492 osg::Sequence* sequence = new osg::Sequence;
493 sequence->setDefaultTime(flashTime);
494 Effect* effect = getLightEffect(10.0f, osg::Vec3(1.0, 0.0001, 0.00000001),
497 for (int i = lights.getNumLights() - 1; 2 <= i; --i) {
498 EffectGeode* egeode = new EffectGeode;
499 egeode->setEffect(effect);
500 egeode->addDrawable(getLightDrawable(lights.getLight(i)));
501 sequence->addChild(egeode, flashTime);
504 osg::Group* group = new osg::Group;
505 for (unsigned i = 0; i < 2; ++i) {
506 EffectGeode* egeode = new EffectGeode;
507 egeode->setEffect(effect);
508 egeode->addDrawable(getLightDrawable(lights.getLight(i)));
509 group->addChild(egeode);
511 sequence->addChild(group, flashTime);
513 // add an extra empty group for a break
514 sequence->addChild(new osg::Group, 9 + 1e-1*sg_random());
515 sequence->setInterval(osg::Sequence::LOOP, 0, -1);
516 sequence->setDuration(1.0f, -1);
517 sequence->setMode(osg::Sequence::START);
518 sequence->setSync(true);