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Use Effect to implement point lights
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1 // pt_lights.cxx -- build a 'directional' light on the fly
2 //
3 // Written by Curtis Olson, started March 2002.
4 //
5 // Copyright (C) 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
6 //
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.
11 //
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.
16 //
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.
20 //
21 // $Id$
22
23 #ifdef HAVE_CONFIG_H
24 #  include <simgear_config.h>
25 #endif
26
27 #include "pt_lights.hxx"
28
29 #include <map>
30 #include <boost/tuple/tuple_comparison.hpp>
31
32 #include <osg/Array>
33 #include <osg/Geometry>
34 #include <osg/CullFace>
35 #include <osg/Geode>
36 #include <osg/MatrixTransform>
37 #include <osg/NodeCallback>
38 #include <osg/NodeVisitor>
39 #include <osg/Texture2D>
40 #include <osg/AlphaFunc>
41 #include <osg/BlendFunc>
42 #include <osg/TexEnv>
43 #include <osg/Sequence>
44 #include <osg/PolygonMode>
45 #include <osg/Fog>
46 #include <osg/FragmentProgram>
47 #include <osg/VertexProgram>
48 #include <osg/Point>
49 #include <osg/PointSprite>
50 #include <osg/Material>
51 #include <osg/Group>
52 #include <osg/StateSet>
53
54 #include <osgUtil/CullVisitor>
55
56 #include <OpenThreads/Mutex>
57 #include <OpenThreads/ScopedLock>
58
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>
64
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>
69
70 #include "SGVasiDrawable.hxx"
71
72 using OpenThreads::Mutex;
73 using OpenThreads::ScopedLock;
74
75 using namespace osg;
76 using namespace simgear;
77
78 static void
79 setPointSpriteImage(unsigned char* data, unsigned log2resolution,
80                     unsigned charsPerPixel)
81 {
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;
87       if (xi < 0)
88         xi = -xi;
89       if (yi < 0)
90         yi = -yi;
91       
92       xi -= 1;
93       yi -= 1;
94       
95       if (xi < 0)
96         xi = 0;
97       if (yi < 0)
98         yi = 0;
99       
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;
108     }
109   }
110 }
111
112 static osg::Image*
113 getPointSpriteImage(int logResolution)
114 {
115   osg::Image* image = new osg::Image;
116   
117   osg::Image::MipmapDataType mipmapOffsets;
118   unsigned off = 0;
119   for (int i = logResolution; 0 <= i; --i) {
120     unsigned res = 1 << i;
121     off += res*res;
122     mipmapOffsets.push_back(off);
123   }
124   
125   int env_tex_res = (1 << logResolution);
126   
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);
132   
133   for (int k = logResolution; 0 <= k; --k) {
134     setPointSpriteImage(image->getMipmapData(logResolution - k), k, 1);
135   }
136   
137   return image;
138 }
139
140 static Mutex lightMutex;
141
142 static osg::Texture2D*
143 gen_standard_light_sprite(void)
144 {
145   // Always called from when the lightMutex is already taken
146   static osg::ref_ptr<osg::Texture2D> texture;
147   if (texture.valid())
148     return texture.get();
149   
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);
154   
155   return texture.get();
156 }
157
158 namespace
159 {
160 typedef boost::tuple<float, osg::Vec3, float, float, bool> PointParams;
161 typedef std::map<PointParams, ref_ptr<Effect> > EffectMap;
162
163 EffectMap effectMap;
164
165 ref_ptr<PolygonMode> polyMode = new PolygonMode(PolygonMode::FRONT,
166                                                 PolygonMode::POINT);
167 ref_ptr<PointSprite> pointSprite = new PointSprite;
168 }
169
170 Effect* getLightEffect(float size, const Vec3& attenuation,
171                        float minSize, float maxSize, bool directional)
172 {
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());
185     if (directional) {
186         basicPass->setAttributeAndModes(attrFact->getCullFaceBack());
187         basicPass->setAttribute(polyMode.get());
188     }
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,
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> combinedExtensions;
208     combinedExtensions.push_back("GL_ARB_point_sprite");
209     combinedExtensions.push_back("GL_ARB_point_parameters");
210     Technique* combinedTniq = new Technique;
211     combinedTniq->passes.push_back(combinedPass);
212     combinedTniq->setGLExtensionsPred(2.0, combinedExtensions);
213     effect->techniques.push_back(combinedTniq);
214     std::vector<std::string> spriteExtensions;
215     spriteExtensions.push_back(combinedExtensions.front());
216     Technique* spriteTniq = new Technique;
217     spriteTniq->passes.push_back(spritePass);
218     spriteTniq->setGLExtensionsPred(2.0, spriteExtensions);
219     effect->techniques.push_back(spriteTniq);
220     std::vector<std::string> parameterExtensions;
221     parameterExtensions.push_back(combinedExtensions.back());
222     Technique* parameterTniq = new Technique;
223     parameterTniq->passes.push_back(attenuationPass);
224     parameterTniq->setGLExtensionsPred(1.4, parameterExtensions);
225     effect->techniques.push_back(parameterTniq);
226     Technique* basicTniq = new Technique(true);
227     basicTniq->passes.push_back(basicPass);
228     effect->techniques.push_back(basicTniq);
229     effectMap.insert(std::make_pair(pointParams, effect));
230     return effect;
231 }
232
233
234 osg::Drawable*
235 SGLightFactory::getLightDrawable(const SGLightBin::Light& light)
236 {
237   osg::Vec3Array* vertices = new osg::Vec3Array;
238   osg::Vec4Array* colors = new osg::Vec4Array;
239
240   vertices->push_back(light.position.osg());
241   colors->push_back(light.color.osg());
242   
243   osg::Geometry* geometry = new osg::Geometry;
244   geometry->setVertexArray(vertices);
245   geometry->setNormalBinding(osg::Geometry::BIND_OFF);
246   geometry->setColorArray(colors);
247   geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
248
249   // Enlarge the bounding box to avoid such light nodes being victim to
250   // small feature culling.
251   geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
252   
253   osg::DrawArrays* drawArrays;
254   drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
255                                    0, vertices->size());
256   geometry->addPrimitiveSet(drawArrays);
257   return geometry;
258 }
259
260 osg::Drawable*
261 SGLightFactory::getLightDrawable(const SGDirectionalLightBin::Light& light)
262 {
263   osg::Vec3Array* vertices = new osg::Vec3Array;
264   osg::Vec4Array* colors = new osg::Vec4Array;
265
266   SGVec4f visibleColor(light.color);
267   SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
268                          visibleColor[2], 0);
269   SGVec3f normal = normalize(light.normal);
270   SGVec3f perp1 = perpendicular(normal);
271   SGVec3f perp2 = cross(normal, perp1);
272   SGVec3f position = light.position;
273   vertices->push_back(position.osg());
274   vertices->push_back((position + perp1).osg());
275   vertices->push_back((position + perp2).osg());
276   colors->push_back(visibleColor.osg());
277   colors->push_back(invisibleColor.osg());
278   colors->push_back(invisibleColor.osg());
279   
280   osg::Geometry* geometry = new osg::Geometry;
281   geometry->setVertexArray(vertices);
282   geometry->setNormalBinding(osg::Geometry::BIND_OFF);
283   geometry->setColorArray(colors);
284   geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
285   // Enlarge the bounding box to avoid such light nodes being victim to
286   // small feature culling.
287   geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
288   
289   osg::DrawArrays* drawArrays;
290   drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
291                                    0, vertices->size());
292   geometry->addPrimitiveSet(drawArrays);
293   return geometry;
294 }
295
296 namespace
297 {
298   ref_ptr<StateSet> simpleLightSS;
299 }
300 osg::Drawable*
301 SGLightFactory::getLights(const SGLightBin& lights, unsigned inc, float alphaOff)
302 {
303   if (lights.getNumLights() <= 0)
304     return 0;
305   
306   osg::Vec3Array* vertices = new osg::Vec3Array;
307   osg::Vec4Array* colors = new osg::Vec4Array;
308
309   for (unsigned i = 0; i < lights.getNumLights(); i += inc) {
310     vertices->push_back(lights.getLight(i).position.osg());
311     SGVec4f color = lights.getLight(i).color;
312     color[3] = SGMiscf::max(0, SGMiscf::min(1, color[3] + alphaOff));
313     colors->push_back(color.osg());
314   }
315   
316   osg::Geometry* geometry = new osg::Geometry;
317   
318   geometry->setVertexArray(vertices);
319   geometry->setNormalBinding(osg::Geometry::BIND_OFF);
320   geometry->setColorArray(colors);
321   geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
322   
323   osg::DrawArrays* drawArrays;
324   drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
325                                    0, vertices->size());
326   geometry->addPrimitiveSet(drawArrays);
327
328   {
329     ScopedLock<Mutex> lock(lightMutex);
330     if (!simpleLightSS.valid()) {
331       StateAttributeFactory *attrFact = StateAttributeFactory::instance();
332       simpleLightSS = new StateSet;
333       simpleLightSS->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
334       simpleLightSS->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
335       simpleLightSS->setAttributeAndModes(attrFact->getStandardBlendFunc());
336       simpleLightSS->setAttributeAndModes(attrFact->getStandardAlphaFunc());
337     }
338   }
339   geometry->setStateSet(simpleLightSS.get());
340   return geometry;
341 }
342
343
344 osg::Drawable*
345 SGLightFactory::getLights(const SGDirectionalLightBin& lights)
346 {
347   if (lights.getNumLights() <= 0)
348     return 0;
349   
350   osg::Vec3Array* vertices = new osg::Vec3Array;
351   osg::Vec4Array* colors = new osg::Vec4Array;
352
353   for (unsigned i = 0; i < lights.getNumLights(); ++i) {
354     SGVec4f visibleColor(lights.getLight(i).color);
355     SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
356                            visibleColor[2], 0);
357     SGVec3f normal = normalize(lights.getLight(i).normal);
358     SGVec3f perp1 = perpendicular(normal);
359     SGVec3f perp2 = cross(normal, perp1);
360     SGVec3f position = lights.getLight(i).position;
361     vertices->push_back(position.osg());
362     vertices->push_back((position + perp1).osg());
363     vertices->push_back((position + perp2).osg());
364     colors->push_back(visibleColor.osg());
365     colors->push_back(invisibleColor.osg());
366     colors->push_back(invisibleColor.osg());
367   }
368   
369   osg::Geometry* geometry = new osg::Geometry;
370   
371   geometry->setVertexArray(vertices);
372   geometry->setNormalBinding(osg::Geometry::BIND_OFF);
373   geometry->setColorArray(colors);
374   geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
375   
376   osg::DrawArrays* drawArrays;
377   drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
378                                    0, vertices->size());
379   geometry->addPrimitiveSet(drawArrays);
380   return geometry;
381 }
382
383 static SGVasiDrawable*
384 buildVasi(const SGDirectionalLightBin& lights, const SGVec3f& up,
385        const SGVec4f& red, const SGVec4f& white)
386 {
387   unsigned count = lights.getNumLights();
388   if ( count == 4 ) {
389     SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
390
391     // PAPI configuration
392     // papi D
393     drawable->addLight(lights.getLight(0).position,
394                        lights.getLight(0).normal, up, 3.5);
395     // papi C
396     drawable->addLight(lights.getLight(1).position,
397                        lights.getLight(1).normal, up, 3.167);
398     // papi B
399     drawable->addLight(lights.getLight(2).position,
400                        lights.getLight(2).normal, up, 2.833);
401     // papi A
402     drawable->addLight(lights.getLight(3).position,
403                        lights.getLight(3).normal, up, 2.5);
404     return drawable;
405   }
406   else if (count == 12) {
407     SGVasiDrawable* drawable = new SGVasiDrawable(red, white);
408     
409     // probably vasi, first 6 are downwind bar (2.5 deg)
410     for (unsigned i = 0; i < 6; ++i)
411       drawable->addLight(lights.getLight(i).position,
412                          lights.getLight(i).normal, up, 2.5);
413     // last 6 are upwind bar (3.0 deg)
414     for (unsigned i = 6; i < 12; ++i)
415       drawable->addLight(lights.getLight(i).position,
416                          lights.getLight(i).normal, up, 3.0);
417     
418     return drawable;
419   } else {
420     // fail safe
421     SG_LOG(SG_TERRAIN, SG_ALERT,
422            "unknown vasi/papi configuration, count = " << count);
423     return 0;
424   }
425 }
426
427 osg::Drawable*
428 SGLightFactory::getVasi(const SGVec3f& up, const SGDirectionalLightBin& lights,
429                         const SGVec4f& red, const SGVec4f& white)
430 {
431   SGVasiDrawable* drawable = buildVasi(lights, up, red, white);
432   if (!drawable)
433     return 0;
434
435   osg::StateSet* stateSet = drawable->getOrCreateStateSet();
436   stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
437   stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
438
439   osg::BlendFunc* blendFunc = new osg::BlendFunc;
440   stateSet->setAttribute(blendFunc);
441   stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
442   
443   osg::AlphaFunc* alphaFunc;
444   alphaFunc = new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01);
445   stateSet->setAttribute(alphaFunc);
446   stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
447
448   return drawable;
449 }
450
451 osg::Node*
452 SGLightFactory::getSequenced(const SGDirectionalLightBin& lights)
453 {
454   if (lights.getNumLights() <= 0)
455     return 0;
456
457   // generate a repeatable random seed
458   sg_srandom(unsigned(lights.getLight(0).position[0]));
459   float flashTime = 2e-2 + 5e-3*sg_random();
460   osg::Sequence* sequence = new osg::Sequence;
461   sequence->setDefaultTime(flashTime);
462   Effect* effect = getLightEffect(10.0f, osg::Vec3(1.0, 0.0001, 0.00000001),
463                                   6.0f, 10.0f, true);
464   for (int i = lights.getNumLights() - 1; 0 <= i; --i) {
465     EffectGeode* egeode = new EffectGeode;
466     egeode->setEffect(effect);
467     egeode->addDrawable(getLightDrawable(lights.getLight(i)));
468     sequence->addChild(egeode, flashTime);
469   }
470   sequence->addChild(new osg::Group, 1 + 1e-1*sg_random());
471   sequence->setInterval(osg::Sequence::LOOP, 0, -1);
472   sequence->setDuration(1.0f, -1);
473   sequence->setMode(osg::Sequence::START);
474   sequence->setSync(true);
475   return sequence;
476 }
477
478 osg::Node*
479 SGLightFactory::getOdal(const SGLightBin& lights)
480 {
481   if (lights.getNumLights() < 2)
482     return 0;
483
484   // generate a repeatable random seed
485   sg_srandom(unsigned(lights.getLight(0).position[0]));
486   float flashTime = 2e-2 + 5e-3*sg_random();
487   osg::Sequence* sequence = new osg::Sequence;
488   sequence->setDefaultTime(flashTime);
489   Effect* effect = getLightEffect(10.0f, osg::Vec3(1.0, 0.0001, 0.00000001),
490                                   6.0, 10.0, false);
491   // centerline lights
492   for (int i = lights.getNumLights() - 1; 2 <= i; --i) {
493     EffectGeode* egeode = new EffectGeode;
494     egeode->setEffect(effect);
495     egeode->addDrawable(getLightDrawable(lights.getLight(i)));
496     sequence->addChild(egeode, flashTime);
497   }
498   // runway end lights
499   osg::Group* group = new osg::Group;
500   for (unsigned i = 0; i < 2; ++i) {
501     EffectGeode* egeode = new EffectGeode;
502     egeode->setEffect(effect);
503     egeode->addDrawable(getLightDrawable(lights.getLight(i)));
504     group->addChild(egeode);
505   }
506   sequence->addChild(group, flashTime);
507
508   // add an extra empty group for a break
509   sequence->addChild(new osg::Group, 9 + 1e-1*sg_random());
510   sequence->setInterval(osg::Sequence::LOOP, 0, -1);
511   sequence->setDuration(1.0f, -1);
512   sequence->setMode(osg::Sequence::START);
513   sequence->setSync(true);
514
515   return sequence;
516 }