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/OsgMath.hxx>
64 #include <simgear/scene/util/StateAttributeFactory.hxx>
66 #include <simgear/scene/material/Effect.hxx>
67 #include <simgear/scene/material/EffectGeode.hxx>
68 #include <simgear/scene/material/Technique.hxx>
69 #include <simgear/scene/material/Pass.hxx>
71 #include "SGVasiDrawable.hxx"
73 using OpenThreads::Mutex;
74 using OpenThreads::ScopedLock;
77 using namespace simgear;
80 setPointSpriteImage(unsigned char* data, unsigned log2resolution,
81 unsigned charsPerPixel)
83 int env_tex_res = (1 << log2resolution);
84 for (int i = 0; i < env_tex_res; ++i) {
85 for (int j = 0; j < env_tex_res; ++j) {
86 int xi = 2*i + 1 - env_tex_res;
87 int yi = 2*j + 1 - env_tex_res;
101 float x = 1.5*xi/(float)(env_tex_res);
102 float y = 1.5*yi/(float)(env_tex_res);
103 // float x = 2*xi/(float)(env_tex_res);
104 // float y = 2*yi/(float)(env_tex_res);
105 float dist = sqrt(x*x + y*y);
106 float bright = SGMiscf::clip(255*(1-dist), 0, 255);
107 for (unsigned l = 0; l < charsPerPixel; ++l)
108 data[charsPerPixel*(i*env_tex_res + j) + l] = (unsigned char)bright;
114 getPointSpriteImage(int logResolution)
116 osg::Image* image = new osg::Image;
118 osg::Image::MipmapDataType mipmapOffsets;
120 for (int i = logResolution; 0 <= i; --i) {
121 unsigned res = 1 << i;
123 mipmapOffsets.push_back(off);
126 int env_tex_res = (1 << logResolution);
128 unsigned char* imageData = new unsigned char[off];
129 image->setImage(env_tex_res, env_tex_res, 1,
130 GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, imageData,
131 osg::Image::USE_NEW_DELETE);
132 image->setMipmapLevels(mipmapOffsets);
134 for (int k = logResolution; 0 <= k; --k) {
135 setPointSpriteImage(image->getMipmapData(logResolution - k), k, 1);
141 static Mutex lightMutex;
143 static osg::Texture2D*
144 gen_standard_light_sprite(void)
146 // Always called from when the lightMutex is already taken
147 static osg::ref_ptr<osg::Texture2D> texture;
149 return texture.get();
151 texture = new osg::Texture2D;
152 texture->setImage(getPointSpriteImage(6));
153 texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
154 texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
156 return texture.get();
161 typedef boost::tuple<float, osg::Vec3, float, float, bool> PointParams;
162 typedef std::map<PointParams, ref_ptr<Effect> > EffectMap;
166 ref_ptr<PolygonMode> polyMode = new PolygonMode(PolygonMode::FRONT,
168 ref_ptr<PointSprite> pointSprite = new PointSprite;
171 Effect* getLightEffect(float size, const Vec3& attenuation,
172 float minSize, float maxSize, bool directional)
174 PointParams pointParams(size, attenuation, minSize, maxSize, directional);
175 ScopedLock<Mutex> lock(lightMutex);
176 EffectMap::iterator eitr = effectMap.find(pointParams);
177 if (eitr != effectMap.end())
178 return eitr->second.get();
179 // Basic stuff; no sprite or attenuation support
180 Pass *basicPass = new Pass;
181 basicPass->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
182 basicPass->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
183 StateAttributeFactory *attrFact = StateAttributeFactory::instance();
184 basicPass->setAttributeAndModes(attrFact->getStandardBlendFunc());
185 basicPass->setAttributeAndModes(attrFact->getStandardAlphaFunc());
187 basicPass->setAttributeAndModes(attrFact->getCullFaceBack());
188 basicPass->setAttribute(polyMode.get());
190 Pass *attenuationPass = clone(basicPass, CopyOp::SHALLOW_COPY);
191 osg::Point* point = new osg::Point;
192 point->setMinSize(minSize);
193 point->setMaxSize(maxSize);
194 point->setSize(size);
195 point->setDistanceAttenuation(attenuation);
196 attenuationPass->setAttributeAndModes(point);
197 Pass *spritePass = clone(basicPass, CopyOp::SHALLOW_COPY);
198 spritePass->setTextureAttributeAndModes(0, pointSprite.get(),
199 osg::StateAttribute::ON);
200 Texture2D* texture = gen_standard_light_sprite();
201 spritePass->setTextureAttribute(0, texture);
202 spritePass->setTextureMode(0, GL_TEXTURE_2D,
203 osg::StateAttribute::ON);
204 spritePass->setTextureAttribute(0, attrFact->getStandardTexEnv());
205 Pass *combinedPass = clone(spritePass, CopyOp::SHALLOW_COPY);
206 combinedPass->setAttributeAndModes(point);
207 Effect* effect = new Effect;
208 std::vector<std::string> parameterExtensions;
210 if (SGSceneFeatures::instance()->getEnablePointSpriteLights())
212 std::vector<std::string> combinedExtensions;
213 combinedExtensions.push_back("GL_ARB_point_sprite");
214 combinedExtensions.push_back("GL_ARB_point_parameters");
215 Technique* combinedTniq = new Technique;
216 combinedTniq->passes.push_back(combinedPass);
217 combinedTniq->setGLExtensionsPred(2.0, combinedExtensions);
218 effect->techniques.push_back(combinedTniq);
219 std::vector<std::string> spriteExtensions;
220 spriteExtensions.push_back(combinedExtensions.front());
221 Technique* spriteTniq = new Technique;
222 spriteTniq->passes.push_back(spritePass);
223 spriteTniq->setGLExtensionsPred(2.0, spriteExtensions);
224 effect->techniques.push_back(spriteTniq);
225 parameterExtensions.push_back(combinedExtensions.back());
228 Technique* parameterTniq = new Technique;
229 parameterTniq->passes.push_back(attenuationPass);
230 parameterTniq->setGLExtensionsPred(1.4, parameterExtensions);
231 effect->techniques.push_back(parameterTniq);
232 Technique* basicTniq = new Technique(true);
233 basicTniq->passes.push_back(basicPass);
234 effect->techniques.push_back(basicTniq);
235 effectMap.insert(std::make_pair(pointParams, effect));
241 SGLightFactory::getLightDrawable(const SGLightBin::Light& light)
243 osg::Vec3Array* vertices = new osg::Vec3Array;
244 osg::Vec4Array* colors = new osg::Vec4Array;
246 vertices->push_back(toOsg(light.position));
247 colors->push_back(toOsg(light.color));
249 osg::Geometry* geometry = new osg::Geometry;
250 geometry->setVertexArray(vertices);
251 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
252 geometry->setColorArray(colors);
253 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
255 // Enlarge the bounding box to avoid such light nodes being victim to
256 // small feature culling.
257 geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
259 osg::DrawArrays* drawArrays;
260 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
261 0, vertices->size());
262 geometry->addPrimitiveSet(drawArrays);
267 SGLightFactory::getLightDrawable(const SGDirectionalLightBin::Light& light)
269 osg::Vec3Array* vertices = new osg::Vec3Array;
270 osg::Vec4Array* colors = new osg::Vec4Array;
272 SGVec4f visibleColor(light.color);
273 SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
275 SGVec3f normal = normalize(light.normal);
276 SGVec3f perp1 = perpendicular(normal);
277 SGVec3f perp2 = cross(normal, perp1);
278 SGVec3f position = light.position;
279 vertices->push_back(toOsg(position));
280 vertices->push_back(toOsg(position + perp1));
281 vertices->push_back(toOsg(position + perp2));
282 colors->push_back(toOsg(visibleColor));
283 colors->push_back(toOsg(invisibleColor));
284 colors->push_back(toOsg(invisibleColor));
286 osg::Geometry* geometry = new osg::Geometry;
287 geometry->setVertexArray(vertices);
288 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
289 geometry->setColorArray(colors);
290 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
291 // Enlarge the bounding box to avoid such light nodes being victim to
292 // small feature culling.
293 geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
295 osg::DrawArrays* drawArrays;
296 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
297 0, vertices->size());
298 geometry->addPrimitiveSet(drawArrays);
304 ref_ptr<StateSet> simpleLightSS;
307 SGLightFactory::getLights(const SGLightBin& lights, unsigned inc, float alphaOff)
309 if (lights.getNumLights() <= 0)
312 osg::Vec3Array* vertices = new osg::Vec3Array;
313 osg::Vec4Array* colors = new osg::Vec4Array;
315 for (unsigned i = 0; i < lights.getNumLights(); i += inc) {
316 vertices->push_back(toOsg(lights.getLight(i).position));
317 SGVec4f color = lights.getLight(i).color;
318 color[3] = SGMiscf::max(0, SGMiscf::min(1, color[3] + alphaOff));
319 colors->push_back(toOsg(color));
322 osg::Geometry* geometry = new osg::Geometry;
324 geometry->setVertexArray(vertices);
325 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
326 geometry->setColorArray(colors);
327 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
329 osg::DrawArrays* drawArrays;
330 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
331 0, vertices->size());
332 geometry->addPrimitiveSet(drawArrays);
335 ScopedLock<Mutex> lock(lightMutex);
336 if (!simpleLightSS.valid()) {
337 StateAttributeFactory *attrFact = StateAttributeFactory::instance();
338 simpleLightSS = new StateSet;
339 simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
340 simpleLightSS->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
341 simpleLightSS->setAttributeAndModes(attrFact->getStandardBlendFunc());
342 simpleLightSS->setAttributeAndModes(attrFact->getStandardAlphaFunc());
345 geometry->setStateSet(simpleLightSS.get());
351 SGLightFactory::getLights(const SGDirectionalLightBin& lights)
353 if (lights.getNumLights() <= 0)
356 osg::Vec3Array* vertices = new osg::Vec3Array;
357 osg::Vec4Array* colors = new osg::Vec4Array;
359 for (unsigned i = 0; i < lights.getNumLights(); ++i) {
360 SGVec4f visibleColor(lights.getLight(i).color);
361 SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
363 SGVec3f normal = normalize(lights.getLight(i).normal);
364 SGVec3f perp1 = perpendicular(normal);
365 SGVec3f perp2 = cross(normal, perp1);
366 SGVec3f position = lights.getLight(i).position;
367 vertices->push_back(toOsg(position));
368 vertices->push_back(toOsg(position + perp1));
369 vertices->push_back(toOsg(position + perp2));
370 colors->push_back(toOsg(visibleColor));
371 colors->push_back(toOsg(invisibleColor));
372 colors->push_back(toOsg(invisibleColor));
375 osg::Geometry* geometry = new osg::Geometry;
377 geometry->setVertexArray(vertices);
378 geometry->setNormalBinding(osg::Geometry::BIND_OFF);
379 geometry->setColorArray(colors);
380 geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
382 osg::DrawArrays* drawArrays;
383 drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
384 0, vertices->size());
385 geometry->addPrimitiveSet(drawArrays);
389 static SGVasiDrawable*
390 buildVasi(const SGDirectionalLightBin& lights, const SGVec3f& up,
391 const SGVec4f& red, const SGVec4f& white)
393 unsigned count = lights.getNumLights();
395 SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
397 // PAPI configuration
399 drawable->addLight(lights.getLight(0).position,
400 lights.getLight(0).normal, up, 3.5);
402 drawable->addLight(lights.getLight(1).position,
403 lights.getLight(1).normal, up, 3.167);
405 drawable->addLight(lights.getLight(2).position,
406 lights.getLight(2).normal, up, 2.833);
408 drawable->addLight(lights.getLight(3).position,
409 lights.getLight(3).normal, up, 2.5);
412 } else if (count == 6) {
413 SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
415 // probably vasi, first 3 are downwind bar (2.5 deg)
416 for (unsigned i = 0; i < 3; ++i)
417 drawable->addLight(lights.getLight(i).position,
418 lights.getLight(i).normal, up, 2.5);
419 // last 3 are upwind bar (3.0 deg)
420 for (unsigned i = 3; i < 6; ++i)
421 drawable->addLight(lights.getLight(i).position,
422 lights.getLight(i).normal, up, 3.0);
425 } else if (count == 12) {
426 SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
428 // probably vasi, first 6 are downwind bar (2.5 deg)
429 for (unsigned i = 0; i < 6; ++i)
430 drawable->addLight(lights.getLight(i).position,
431 lights.getLight(i).normal, up, 2.5);
432 // last 6 are upwind bar (3.0 deg)
433 for (unsigned i = 6; i < 12; ++i)
434 drawable->addLight(lights.getLight(i).position,
435 lights.getLight(i).normal, up, 3.0);
440 SG_LOG(SG_TERRAIN, SG_ALERT,
441 "unknown vasi/papi configuration, count = " << count);
447 SGLightFactory::getVasi(const SGVec3f& up, const SGDirectionalLightBin& lights,
448 const SGVec4f& red, const SGVec4f& white)
450 SGVasiDrawable* drawable = buildVasi(lights, up, red, white);
454 osg::StateSet* stateSet = drawable->getOrCreateStateSet();
455 stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "RenderBin");
456 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
458 osg::BlendFunc* blendFunc = new osg::BlendFunc;
459 stateSet->setAttribute(blendFunc);
460 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
462 osg::AlphaFunc* alphaFunc;
463 alphaFunc = new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01);
464 stateSet->setAttribute(alphaFunc);
465 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
471 SGLightFactory::getSequenced(const SGDirectionalLightBin& lights)
473 if (lights.getNumLights() <= 0)
476 // generate a repeatable random seed
477 sg_srandom(unsigned(lights.getLight(0).position[0]));
478 float flashTime = 2e-2 + 5e-3*sg_random();
479 osg::Sequence* sequence = new osg::Sequence;
480 sequence->setDefaultTime(flashTime);
481 Effect* effect = getLightEffect(40.0f, osg::Vec3(1.0, 0.0001, 0.00000001),
483 for (int i = lights.getNumLights() - 1; 0 <= i; --i) {
484 EffectGeode* egeode = new EffectGeode;
485 egeode->setEffect(effect);
486 egeode->addDrawable(getLightDrawable(lights.getLight(i)));
487 sequence->addChild(egeode, flashTime);
489 sequence->addChild(new osg::Group, 1 + 1e-1*sg_random());
490 sequence->setInterval(osg::Sequence::LOOP, 0, -1);
491 sequence->setDuration(1.0f, -1);
492 sequence->setMode(osg::Sequence::START);
493 sequence->setSync(true);
498 SGLightFactory::getOdal(const SGLightBin& lights)
500 if (lights.getNumLights() < 2)
503 // generate a repeatable random seed
504 sg_srandom(unsigned(lights.getLight(0).position[0]));
505 float flashTime = 2e-2 + 5e-3*sg_random();
506 osg::Sequence* sequence = new osg::Sequence;
507 sequence->setDefaultTime(flashTime);
508 Effect* effect = getLightEffect(40.0f, osg::Vec3(1.0, 0.0001, 0.00000001),
511 for (int i = lights.getNumLights() - 1; 2 <= i; --i) {
512 EffectGeode* egeode = new EffectGeode;
513 egeode->setEffect(effect);
514 egeode->addDrawable(getLightDrawable(lights.getLight(i)));
515 sequence->addChild(egeode, flashTime);
518 osg::Group* group = new osg::Group;
519 for (unsigned i = 0; i < 2; ++i) {
520 EffectGeode* egeode = new EffectGeode;
521 egeode->setEffect(effect);
522 egeode->addDrawable(getLightDrawable(lights.getLight(i)));
523 group->addChild(egeode);
525 sequence->addChild(group, flashTime);
527 // add an extra empty group for a break
528 sequence->addChild(new osg::Group, 9 + 1e-1*sg_random());
529 sequence->setInterval(osg::Sequence::LOOP, 0, -1);
530 sequence->setDuration(1.0f, -1);
531 sequence->setMode(osg::Sequence::START);
532 sequence->setSync(true);