Fix directional lighting

This commit is contained in:
Stuart Buchanan
2015-01-05 20:50:34 +00:00
parent 370a115ab9
commit 51d43f809e

View File

@@ -99,7 +99,11 @@ Effect* getLightEffect(float size, const Vec3& attenuation,
}
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);
@@ -153,23 +157,34 @@ SGLightFactory::getLightDrawable(const SGDirectionalLightBin::Light& light)
{
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;
@@ -231,22 +246,36 @@ SGLightFactory::getLights(const SGDirectionalLightBin& lights)
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;