Fix directional lighting
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@@ -99,7 +99,11 @@ Effect* getLightEffect(float size, const Vec3& attenuation,
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}
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SGPropertyNode_ptr effectProp = new SGPropertyNode;
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makeChild(effectProp, "inherits-from")->setStringValue("Effects/surface-lights");
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if (directional) {
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makeChild(effectProp, "inherits-from")->setStringValue("Effects/surface-lights-directional");
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} else {
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makeChild(effectProp, "inherits-from")->setStringValue("Effects/surface-lights");
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}
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SGPropertyNode* params = makeChild(effectProp, "parameters");
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params->getNode("size",true)->setValue(size);
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@@ -153,23 +157,34 @@ SGLightFactory::getLightDrawable(const SGDirectionalLightBin::Light& light)
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{
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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osg::Vec3Array* normals = new osg::Vec3Array;
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vertices->push_back(toOsg(light.position));
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colors->push_back(toOsg(light.color));
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normals->push_back(toOsg(normalize(light.normal)));
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SGVec4f visibleColor(light.color);
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SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
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visibleColor[2], 0);
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SGVec3f normal = normalize(light.normal);
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SGVec3f perp1 = perpendicular(normal);
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SGVec3f perp2 = cross(normal, perp1);
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SGVec3f position = light.position;
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vertices->push_back(toOsg(position));
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vertices->push_back(toOsg(position + perp1));
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vertices->push_back(toOsg(position + perp2));
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colors->push_back(toOsg(visibleColor));
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colors->push_back(toOsg(invisibleColor));
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colors->push_back(toOsg(invisibleColor));
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors);
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geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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// Enlarge the bounding box to avoid such light nodes being victim to
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// small feature culling.
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geometry->setComputeBoundingBoxCallback(new SGEnlargeBoundingBox(1));
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osg::DrawArrays* drawArrays;
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drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
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drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
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0, vertices->size());
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geometry->addPrimitiveSet(drawArrays);
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return geometry;
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@@ -231,22 +246,36 @@ SGLightFactory::getLights(const SGDirectionalLightBin& lights)
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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osg::Vec3Array* normals = new osg::Vec3Array;
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for (unsigned i = 0; i < lights.getNumLights(); ++i) {
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vertices->push_back(toOsg(lights.getLight(i).position));
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colors->push_back(toOsg(lights.getLight(i).color));
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normals->push_back(toOsg(normalize(lights.getLight(i).normal)));
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SGVec4f visibleColor(lights.getLight(i).color);
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SGVec4f invisibleColor(visibleColor[0], visibleColor[1],
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visibleColor[2], 0);
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SGVec3f normal = normalize(lights.getLight(i).normal);
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SGVec3f perp1 = perpendicular(normal);
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SGVec3f perp2 = cross(normal, perp1);
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SGVec3f position = lights.getLight(i).position;
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vertices->push_back(toOsg(position));
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vertices->push_back(toOsg(position + perp1));
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vertices->push_back(toOsg(position + perp2));
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colors->push_back(toOsg(visibleColor));
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colors->push_back(toOsg(invisibleColor));
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colors->push_back(toOsg(invisibleColor));
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}
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setDataVariance(osg::Object::STATIC);
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geometry->setVertexArray(vertices);
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geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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geometry->setNormalBinding(osg::Geometry::BIND_OFF);
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geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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//osg::StateSet* stateSet = geometry->getOrCreateStateSet();
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//stateSet->setRenderBinDetails(POINT_LIGHTS_BIN, "DepthSortedBin");
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//stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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osg::DrawArrays* drawArrays;
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drawArrays = new osg::DrawArrays(osg::PrimitiveSet::POINTS,
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drawArrays = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,
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0, vertices->size());
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geometry->addPrimitiveSet(drawArrays);
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return geometry;
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