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package com.jme3.material.logic;
import com.jme3.asset.AssetManager;
import com.jme3.light.*;
import com.jme3.material.*;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.*;
import com.jme3.renderer.*;
import com.jme3.scene.Geometry;
import com.jme3.shader.*;
import com.jme3.texture.TextureCubeMap;
import com.jme3.util.TempVars;
import java.util.*;
public final class SinglePassAndImageBasedLightingLogic extends DefaultTechniqueDefLogic {
private static final String DEFINE_SINGLE_PASS_LIGHTING = "SINGLE_PASS_LIGHTING";
private static final String DEFINE_NB_LIGHTS = "NB_LIGHTS";
private static final String DEFINE_NB_PROBES = "NB_PROBES";
private static final String DEFINE_USE_AMBIENT_LIGHT = "USE_AMBIENT_LIGHT";
private static final RenderState ADDITIVE_LIGHT = new RenderState();
private boolean useAmbientLight;
private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
final private List lightProbes = new ArrayList<>(3);
static {
ADDITIVE_LIGHT.setBlendMode(BlendMode.AlphaAdditive);
ADDITIVE_LIGHT.setDepthWrite(false);
}
private final int singlePassLightingDefineId;
private final int nbLightsDefineId;
private final int nbProbesDefineId;
private final int useAmbientLightDefineId;
public SinglePassAndImageBasedLightingLogic(TechniqueDef techniqueDef) {
super(techniqueDef);
singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean);
nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int);
nbProbesDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_PROBES, VarType.Int);
useAmbientLightDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_USE_AMBIENT_LIGHT, VarType.Boolean);
}
@Override
public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager,
EnumSet rendererCaps, LightList lights, DefineList defines) {
defines.set(nbLightsDefineId, renderManager.getSinglePassLightBatchSize() * 3);
defines.set(singlePassLightingDefineId, true);
//TODO here we have a problem, this is called once before render, so the define will be set for all passes (in case we have more than NB_LIGHTS lights)
//Though the second pass should not render IBL as it is taken care of on first pass like ambient light in phong lighting.
//We cannot change the define between passes and the old technique, and for some reason the code fails on mac (renders nothing).
if(lights != null) {
lightProbes.clear();
extractIndirectLights(lights, false);
defines.set(nbProbesDefineId, lightProbes.size());
defines.set(useAmbientLightDefineId, useAmbientLight);
}
return super.makeCurrent(assetManager, renderManager, rendererCaps, lights, defines);
}
/**
* Uploads the lights in the light list as two uniform arrays.
*
* uniform vec4 g_LightColor[numLights];
//
* g_LightColor.rgb is the diffuse/specular color of the light. //
* g_LightColor.a is the type of light, 0 = Directional, 1 = Point, 2 = Spot.
* uniform vec4 g_LightPosition[numLights];
//
* g_LightPosition.xyz is the position of the light (for point lights)
* // or the direction of the light (for directional lights). //
* g_LightPosition.w is the inverse radius (1/r) of the light (for
* attenuation)
*
* @param shader the Shader being used
* @param g the Geometry being rendered
* @param lightList the list of lights
* @param numLights the number of lights to upload
* @param rm to manage rendering
* @param startIndex the starting index in the LightList
* @param lastTexUnit the index of the most recently-used texture unit
* @return the next starting index in the LightList
*/
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex, int lastTexUnit) {
if (numLights == 0) { // this shader does not do lighting, ignore.
return 0;
}
Uniform lightData = shader.getUniform("g_LightData");
lightData.setVector4Length(numLights * 3);//8 lights * max 3
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
// Matrix4f
Uniform lightProbeData = shader.getUniform("g_LightProbeData");
Uniform lightProbeData2 = shader.getUniform("g_LightProbeData2");
Uniform lightProbeData3 = shader.getUniform("g_LightProbeData3");
Uniform shCoeffs = shader.getUniform("g_ShCoeffs");
Uniform lightProbePemMap = shader.getUniform("g_PrefEnvMap");
Uniform shCoeffs2 = shader.getUniform("g_ShCoeffs2");
Uniform lightProbePemMap2 = shader.getUniform("g_PrefEnvMap2");
Uniform shCoeffs3 = shader.getUniform("g_ShCoeffs3");
Uniform lightProbePemMap3 = shader.getUniform("g_PrefEnvMap3");
lightProbes.clear();
if (startIndex != 0) {
// apply additive blending for 2nd and future passes
rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
} else {
extractIndirectLights(lightList,true);
ambientColor.setValue(VarType.Vector4, ambientLightColor);
}
//If there is a lightProbe in the list we force its render on the first pass
if (!lightProbes.isEmpty()) {
LightProbe lightProbe = lightProbes.get(0);
lastTexUnit = setProbeData(rm, lastTexUnit, lightProbeData, shCoeffs, lightProbePemMap, lightProbe);
if (lightProbes.size() > 1) {
lightProbe = lightProbes.get(1);
lastTexUnit = setProbeData(rm, lastTexUnit, lightProbeData2, shCoeffs2, lightProbePemMap2, lightProbe);
}
if (lightProbes.size() > 2) {
lightProbe = lightProbes.get(2);
setProbeData(rm, lastTexUnit, lightProbeData3, shCoeffs3, lightProbePemMap3, lightProbe);
}
} else {
//Disable IBL for this pass
lightProbeData.setValue(VarType.Matrix4, LightProbe.FALLBACK_MATRIX);
}
int lightDataIndex = 0;
TempVars vars = TempVars.get();
Vector4f tmpVec = vars.vect4f1;
int curIndex;
int endIndex = numLights + startIndex;
for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
Light l = lightList.get(curIndex);
if(l.getType() == Light.Type.Ambient){
endIndex++;
continue;
}
ColorRGBA color = l.getColor();
//Color
if(l.getType() != Light.Type.Probe){
lightData.setVector4InArray(color.getRed(),
color.getGreen(),
color.getBlue(),
l.getType().getId(),
lightDataIndex);
lightDataIndex++;
}
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//Data directly sent in view space to avoid a matrix mult for each pixel
tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0,0,0,0, lightDataIndex);
lightDataIndex++;
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0,0,0,0, lightDataIndex);
lightDataIndex++;
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
lightDataIndex++;
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
lightDataIndex++;
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
vars.release();
// pad unused buffer space
while (lightDataIndex < numLights * 3) {
lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
lightDataIndex++;
}
return curIndex;
}
private int setProbeData(RenderManager rm, int lastTexUnit, Uniform lightProbeData, Uniform shCoeffs,
Uniform lightProbePemMap, LightProbe lightProbe) {
lightProbeData.setValue(VarType.Matrix4, lightProbe.getUniformMatrix());
//setVector4InArray(lightProbe.getPosition().x, lightProbe.getPosition().y, lightProbe.getPosition().z, 1f / area.getRadius() + lightProbe.getNbMipMaps(), 0);
shCoeffs.setValue(VarType.Vector3Array, lightProbe.getShCoeffs());
/*
* Assign the prefiltered env map to the next available texture unit.
*/
int pemUnit = lastTexUnit++;
Renderer renderer = rm.getRenderer();
TextureCubeMap pemTexture = lightProbe.getPrefilteredEnvMap();
try {
renderer.setTexture(pemUnit, pemTexture);
} catch (TextureUnitException exception) {
String message = "Can't assign texture unit for LightProbe."
+ " lastTexUnit=" + lastTexUnit;
throw new IllegalArgumentException(message);
}
lightProbePemMap.setValue(VarType.Int, pemUnit);
return lastTexUnit;
}
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
int nbRenderedLights = 0;
Renderer renderer = renderManager.getRenderer();
int batchSize = renderManager.getSinglePassLightBatchSize();
if (lights.size() == 0) {
updateLightListUniforms(shader, geometry, lights,batchSize, renderManager, 0, lastTexUnit);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
} else {
while (nbRenderedLights < lights.size()) {
nbRenderedLights = updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, nbRenderedLights, lastTexUnit);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
}
}
return;
}
protected void extractIndirectLights(LightList lightList, boolean removeLights) {
ambientLightColor.set(0, 0, 0, 1);
useAmbientLight = false;
for (int j = 0; j < lightList.size(); j++) {
Light l = lightList.get(j);
if (l instanceof AmbientLight) {
useAmbientLight = true;
ambientLightColor.addLocal(l.getColor());
if(removeLights){
lightList.remove(l);
j--;
}
}
if (l instanceof LightProbe) {
lightProbes.add((LightProbe) l);
if(removeLights){
lightList.remove(l);
j--;
}
}
}
ambientLightColor.a = 1.0f;
}
}
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