}
SGPropertyNode_ptr effectProp = new SGPropertyNode;
- makeChild(effectProp, "inherits-from")->setStringValue("Effects/surface-lights");
+ if (directional) {
+ makeChild(effectProp, "inherits-from")->setStringValue("Effects/surface-lights-directional");
+ } else {
+ makeChild(effectProp, "inherits-from")->setStringValue("Effects/surface-lights");
+ }
SGPropertyNode* params = makeChild(effectProp, "parameters");
params->getNode("size",true)->setValue(size);
{
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec4Array* colors = new osg::Vec4Array;
- osg::Vec3Array* normals = new osg::Vec3Array;
- vertices->push_back(toOsg(light.position));
- colors->push_back(toOsg(light.color));
- normals->push_back(toOsg(normalize(light.normal)));
+ SGVec4f visibleColor(light.color);
+ SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
+ visibleColor[2], 0);
+ SGVec3f normal = normalize(light.normal);
+ SGVec3f perp1 = perpendicular(normal);
+ SGVec3f perp2 = cross(normal, perp1);
+ SGVec3f position = light.position;
+ vertices->push_back(toOsg(position));
+ vertices->push_back(toOsg(position + perp1));
+ vertices->push_back(toOsg(position + perp2));
+ colors->push_back(toOsg(visibleColor));
+ colors->push_back(toOsg(invisibleColor));
+ colors->push_back(toOsg(invisibleColor));
osg::Geometry* geometry = new osg::Geometry;
geometry->setDataVariance(osg::Object::STATIC);
geometry->setVertexArray(vertices);
- geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
- geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
+ geometry->setNormalBinding(osg::Geometry::BIND_OFF);
+ geometry->setColorArray(colors);
+ geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
+
// Enlarge the bounding box to avoid such light nodes being victim to
// small feature culling.
geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
osg::DrawArrays* drawArrays;
- drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
+ drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
0, vertices->size());
geometry->addPrimitiveSet(drawArrays);
return geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec4Array* colors = new osg::Vec4Array;
- osg::Vec3Array* normals = new osg::Vec3Array;
for (unsigned i = 0; i < lights.getNumLights(); ++i) {
- vertices->push_back(toOsg(lights.getLight(i).position));
- colors->push_back(toOsg(lights.getLight(i).color));
- normals->push_back(toOsg(normalize(lights.getLight(i).normal)));
+ SGVec4f visibleColor(lights.getLight(i).color);
+ SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
+ visibleColor[2], 0);
+ SGVec3f normal = normalize(lights.getLight(i).normal);
+ SGVec3f perp1 = perpendicular(normal);
+ SGVec3f perp2 = cross(normal, perp1);
+ SGVec3f position = lights.getLight(i).position;
+ vertices->push_back(toOsg(position));
+ vertices->push_back(toOsg(position + perp1));
+ vertices->push_back(toOsg(position + perp2));
+ colors->push_back(toOsg(visibleColor));
+ colors->push_back(toOsg(invisibleColor));
+ colors->push_back(toOsg(invisibleColor));
}
osg::Geometry* geometry = new osg::Geometry;
geometry->setDataVariance(osg::Object::STATIC);
geometry->setVertexArray(vertices);
- geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
+ geometry->setNormalBinding(osg::Geometry::BIND_OFF);
geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
+
+ //osg::StateSet* stateSet = geometry->getOrCreateStateSet();
+ //stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
+ //stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+
osg::DrawArrays* drawArrays;
- drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
+ drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
0, vertices->size());
geometry->addPrimitiveSet(drawArrays);
return geometry;