fix moon lighting at night
This hasn't worked since the OSG port was initially checked in. A real phase-of-the-moon bug!
This commit is contained in:
parent
3a890859d3
commit
e0a779adb1
2 changed files with 58 additions and 17 deletions
|
@ -147,6 +147,7 @@ void fgOSOpenWindow(bool stencil)
|
|||
viewer->setSceneData(new osg::Group);
|
||||
globals->get_renderer()->setViewer(viewer.get());
|
||||
CameraGroup::setDefault(cameraGroup);
|
||||
viewer->setLightingMode(View::NO_LIGHT);
|
||||
}
|
||||
|
||||
static int status = 0;
|
||||
|
|
|
@ -66,6 +66,7 @@
|
|||
#include <simgear/scene/util/SGSceneUserData.hxx>
|
||||
#include <simgear/scene/tgdb/GroundLightManager.hxx>
|
||||
#include <simgear/scene/tgdb/pt_lights.hxx>
|
||||
#include <simgear/structure/OSGUtils.hxx>
|
||||
#include <simgear/props/props.hxx>
|
||||
#include <simgear/timing/sg_time.hxx>
|
||||
#include <simgear/ephemeris/ephemeris.hxx>
|
||||
|
@ -232,6 +233,18 @@ private:
|
|||
|
||||
class FGLightSourceUpdateCallback : public osg::NodeCallback {
|
||||
public:
|
||||
|
||||
/**
|
||||
* @param isSun true if the light is the actual sun i.e., for
|
||||
* illuminating the moon.
|
||||
*/
|
||||
FGLightSourceUpdateCallback(bool isSun = false) : _isSun(isSun) {}
|
||||
FGLightSourceUpdateCallback(const FGLightSourceUpdateCallback& nc,
|
||||
const CopyOp& op)
|
||||
: NodeCallback(nc, op), _isSun(nc._isSun)
|
||||
{}
|
||||
META_Object(flightgear,FGLightSourceUpdateCallback);
|
||||
|
||||
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
||||
{
|
||||
assert(dynamic_cast<osg::LightSource*>(node));
|
||||
|
@ -239,21 +252,22 @@ public:
|
|||
osg::Light* light = lightSource->getLight();
|
||||
|
||||
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
|
||||
light->setAmbient(toOsg(l->scene_ambient()));
|
||||
light->setDiffuse(toOsg(l->scene_diffuse()));
|
||||
light->setSpecular(toOsg(l->scene_specular()));
|
||||
if (_isSun) {
|
||||
light->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
light->setDiffuse(Vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
light->setSpecular(Vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
light->setAmbient(toOsg(l->scene_ambient()));
|
||||
light->setDiffuse(toOsg(l->scene_diffuse()));
|
||||
light->setSpecular(toOsg(l->scene_specular()));
|
||||
}
|
||||
osg::Vec4f position(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2], 0);
|
||||
light->setPosition(position);
|
||||
osg::Vec3f direction(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]);
|
||||
light->setDirection(direction);
|
||||
light->setSpotExponent(0);
|
||||
light->setSpotCutoff(180);
|
||||
light->setConstantAttenuation(1);
|
||||
light->setLinearAttenuation(0);
|
||||
light->setQuadraticAttenuation(0);
|
||||
|
||||
traverse(node, nv);
|
||||
}
|
||||
private:
|
||||
const bool _isSun;
|
||||
};
|
||||
|
||||
class FGWireFrameModeUpdateCallback : public osg::StateAttribute::Callback {
|
||||
|
@ -466,16 +480,39 @@ FGRenderer::init( void )
|
|||
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
|
||||
|
||||
// need to update the light on every frame
|
||||
osg::LightSource* lightSource = new osg::LightSource;
|
||||
lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
|
||||
// OSG LightSource objects are rather confusing. OSG only supports
|
||||
// the 10 lights specified by OpenGL itself; if more than one
|
||||
// LightSource in the scene graph have the same light number, it's
|
||||
// indeterminate which values will be used to render geometry that
|
||||
// has that light number enabled. Also, adding children to a
|
||||
// LightSource is just a shortcut for setting up a state set that
|
||||
// has the corresponding OpenGL light enabled: a LightSource will
|
||||
// affect geometry anywhere in the scene graph that has its light
|
||||
// number enabled in a state set.
|
||||
LightSource* lightSource = new LightSource;
|
||||
lightSource->getLight()->setDataVariance(Object::DYNAMIC);
|
||||
// relative because of CameraView being just a clever transform node
|
||||
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
|
||||
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
|
||||
|
||||
lightSource->addChild(sceneGroup);
|
||||
lightSource->addChild(thesky->getPreRoot());
|
||||
mRoot->addChild(lightSource);
|
||||
|
||||
lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
|
||||
mRealRoot->addChild(lightSource);
|
||||
// we need a white diffuse light for the phase of the moon
|
||||
osg::LightSource* sunLight = new osg::LightSource;
|
||||
sunLight->getLight()->setDataVariance(Object::DYNAMIC);
|
||||
sunLight->getLight()->setLightNum(1);
|
||||
sunLight->setUpdateCallback(new FGLightSourceUpdateCallback(true));
|
||||
sunLight->setReferenceFrame(osg::LightSource::RELATIVE_RF);
|
||||
sunLight->setLocalStateSetModes(osg::StateAttribute::ON);
|
||||
// Hang a StateSet above the sky subgraph in order to turn off
|
||||
// light 0
|
||||
Group* skyGroup = new Group;
|
||||
StateSet* skySS = skyGroup->getOrCreateStateSet();
|
||||
skySS->setMode(GL_LIGHT0, StateAttribute::OFF);
|
||||
skyGroup->addChild(thesky->getPreRoot());
|
||||
sunLight->addChild(skyGroup);
|
||||
mRoot->addChild(sceneGroup);
|
||||
mRoot->addChild(sunLight);
|
||||
// Clouds are added to the scene graph later
|
||||
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
|
||||
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
|
||||
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
|
||||
|
@ -510,6 +547,9 @@ FGRenderer::init( void )
|
|||
sw->setUpdateCallback(new FGScenerySwitchCallback);
|
||||
sw->addChild(mRoot.get());
|
||||
mRealRoot->addChild(sw);
|
||||
// The clouds are attached directly to the scene graph root
|
||||
// because, in theory, they don't want the same default state set
|
||||
// as the rest of the scene. This may not be true in practice.
|
||||
mRealRoot->addChild(thesky->getCloudRoot());
|
||||
mRealRoot->addChild(FGCreateRedoutNode());
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue