Hi Chris,

First of all, I have to commend you on all the work you've put into doing this. You obviously put a lot of thought and research into your problem, and explored multiple avenues before posting, which I have to admire!

I've personally never needed more than the 8 light sources the fixed pipeline gave me, so I've always used the built-in gl_LightSource[i] structure and osg::LightSource+osg::Light to manage my lights. I have a mechanism in place that lets me reuse light IDs when lights get turned on or off (a light turned off frees its light ID, and a light turned on will take the first available light ID), and this uses IDs 0-7, which has been sufficient for me. Add to that the fact that OSG's built-in shadow techniques support casting shadows from only one light, and I've never really had a need (personally or from client requirements) to go further. But that's not to say it won't happen.

What I'd say in response to your question is, I think you have a good idea of what is the best solution to your problem (solution 1), but it requires some small changes to OSG itself in order to be feasible. So what prevents you from proposing these changes? Robert hasn't been against making some methods virtual when needed in the past, and even deeper changes will be possible when they're justified.

About the CullVisitor, I don't understand what you mean about not recognizing new classes. First of all, sure, you could add new classes to its interface, but even if not, you can always, in the accept(osg::LightSource&) method, check with a dynamic_cast if the lightSource is of your derived class:

virtual void accept(osg::LightSource& ls)
{
  if (dynamic_cast<myOwnLightSource*>(&ls) != 0)
  {
    // My light source subclass.
  }
  else
  {
    // Plain old osg::LightSource
  }
}

But whatever you decide, I think you shouldn't rule out changes to the core OSG. The fixed pipeline is out, and shaders are in, and if OSG could be made to support its own osg_LightSource[i] uniforms, with indices limited only by shader memory (while not ruling out the possibility that the first 8 of those be mapped to the fixed pipeline light sources if the fixed pipeline is available) then that would be very nice indeed.

I'll just add one last note, another way to deal with many light sources would be to do deferred shading, maybe you should look this up. It all depends on what you're doing, but deferred shading has the advantage that all complex lighting calculations (per pixel lighting, normal mapping, etc.) happen in screen space only once per visible pixel, instead of possibly happening many times per pixel and being overwritten (because of z order).

Hope this helps, and I hope you'll be able to show us some really cool stuff in the near future,

J-S


On 18/04/2011 10:09 PM, SkullCheck wrote:
Hi Gordon,

I hope those puns were intended, in any case, they brightened my day ;)

I did search the archives and found one reference to the osgmanylights
tutorial, but unfortunately it is no longer on the site that it was
linked to, does anyone have a copy of that tutorial lying around in
their archive? The old link was:
http://www.fx.clemson.edu/~acnatha/devnull/osg/osgmanylights.tar.gz

I was however able to successfully implement pixel-based lighting in a
fragment shader with as many lights as desired (up to shader memory
limits of course). I basically just defined my own uniform array of
gl_LightSourceParameters in the shader program. The values of these
custom lights are controlled with uniforms which, when wrapped up in a
LightUniforms class provides an API identical to osg::Light. A
LightShader class, derived from osg::Shader, provides an interface for
setting the number of lights which basically just does a search and
replace of a special string (i.e. NUM_LIGHTS) in the shader source and
then forces a recompilation of the shader program. This all works
fine.

The problem comes however in positioning the lights. If I understand
correctly, OSG uses a LightSource placed in the scenegraph to modify
the position of its associated Light according according to its parent
transformation(s). This gets done by the PositionalStateContainer
which gets added to the RenderStage during cull traversal in
CullVisitor::accept(LightSource) ->
RenderStage::addPositionedAttribute(). I was thinking about a couple
of solutions to this:

1. Derive my own classes from osg::Light and osg::LightSource. This is
problematic for a number of reasons:

- CullVisitor, being a Visitor class, cannot be expanded (without
modifying its interface) to recognize new classes (one of the
tradeoffs for the Visitor pattern). So it will not recognize my
derived LightSource class, if I understand the Visitor pattern
correctly.

- Deriving from osg::Light, which calls fixed function opengl lighting
calls, causes GLMode errors for light numbers>= GL_MAX_LIGHTS.

2. Do not derive my own classes osg::Light and osg::LightSource, but
instead make my LightSource-type class subclass from osg::Group
directly, override the traverse() method, extract the localtoWorld
transform from the visitor object and and based on that set the
position and spotdirection on the (non osg derived) Light. However,
this has some other side effects:

- we have a shadow class, based on osg::ShadowTechnique, which relies
on the PositionalStateContainer mechanism described above to position
the shadow projectors to coincide with the osg::Light. Not using the
osg::Light will not trigger this mechanism.

At the moment I'm leaning toward solution 2, but then that would force
me to adapt the shadowing class (which I inherited and it isn't
pretty). I would like to get solution 1 to work though, but I can't
figure out a way to use the osg::Light/LightSource interface and
prevent it from calling the opengl fixed function API. It would be
nice if all the osg::Light methods were virtual, then I could just
derive my LightUniforms based class from osg::Light.

I did read in the OSG QSG, page 69:

"OSG lets you use more light sources than the underlying OpenGL
implementation supports, but this is beyond the scope of this book."

Is there another resource whose scope this isn't beyond? Does this
have to do with multiple RenderStages, which I suspect is in the
osgmanylights example?

Thanks,
Chris



On Tue, Nov 18, 2008 at 8:05 PM, Tomlinson, Gordon
<[email protected]>  wrote:
Search the mailing list archive will find many illuminating answers to this
type of question

Opengl only supports 8 active light sources thus OSG supports one 8 active
light sources

Also search the Opengl sites for more enlightenment


Gordon

__________________________________________________________
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival"
- Master Tambo Tetsura



________________________________
From: [email protected]
[mailto:[email protected]] On Behalf Of dasari
pavan kumar
Sent: Tuesday, November 18, 2008 12:50 PM
To: [email protected]
Subject: Re: [osg-users] Multiple lights in a scene

Hi,
       I am relatively new to using Lights in openscenegraph. I would like to
have a single light replicated 100 times at different places (The situation
is something like this. I need to light all the rooms in an apartment.
however every light is of the same ambient and diffuse color). But the
lights are not being rendered in the scene. Can anyone help me with this
situation ?

I have created a LightSource with certain light properties and attached it
to a group.

Now I created different MatrixTransforms and added this lightGroup to these
MTs as child.

However cant see the result. If this is not the way it is to be done, plzz
help me out with the solution.

thanx in advance,
pavan


--



_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                    http://whitestar02.dyndns-web.com/
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to