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/*
 * Copyright (c) 2009-2021 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
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 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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package com.jme3.shadow;

import com.jme3.asset.AssetManager;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.util.clone.Cloner;

import java.io.IOException;

/**
 * DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
 * technique (pssm)
It splits the view frustum in several parts and compute * a shadow map for each one.
splits are distributed so that the closer they * are from the camera, the smaller they are to maximize the resolution used of * the shadow map.
This results in a better quality shadow than standard * shadow mapping.
for more information on this read https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
* * @author Rémy Bouquet aka Nehon */ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer { protected float lambda = 0.65f; protected Camera shadowCam; protected ColorRGBA splits; protected float[] splitsArray; protected DirectionalLight light; protected Vector3f[] points = new Vector3f[8]; //Holding the info for fading shadows in the far distance private boolean stabilize = true; /** * Used for serialization use * DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager * assetManager, int shadowMapSize, int nbSplits) */ protected DirectionalLightShadowRenderer() { super(); } /** * Creates a DirectionalLight shadow renderer. More info on the technique at https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html * * @param assetManager the application's asset manager * @param shadowMapSize the size of the rendered shadowmaps (512, 1024, 2048, * etcetera) * @param nbSplits the number of shadow maps rendered (More shadow maps yield * better quality, fewer fps.) */ public DirectionalLightShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbSplits) { super(assetManager, shadowMapSize, nbSplits); init(nbSplits, shadowMapSize); } private void init(int nbSplits, int shadowMapSize) { nbShadowMaps = Math.max(Math.min(nbSplits, 4), 1); if (nbShadowMaps != nbSplits) { throw new IllegalArgumentException("Number of splits must be between 1 and 4. Given value : " + nbSplits); } splits = new ColorRGBA(); splitsArray = new float[nbSplits + 1]; shadowCam = new Camera(shadowMapSize, shadowMapSize); shadowCam.setParallelProjection(true); for (int i = 0; i < points.length; i++) { points[i] = new Vector3f(); } } @Override protected void initFrustumCam() { //nothing to do } /** * return the light used to cast shadows * * @return the DirectionalLight */ public DirectionalLight getLight() { return light; } /** * Sets the light to use to cast shadows * * @param light a DirectionalLight */ public void setLight(DirectionalLight light) { this.light = light; } @Override protected void updateShadowCams(Camera viewCam) { if (light == null) { logger.warning("The light can't be null for a " + getClass().getName()); return; } float zFar = zFarOverride; if (zFar == 0) { zFar = viewCam.getFrustumFar(); } //We prevent computing the frustum points and splits with zeroed or negative near clip value float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f); ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points); shadowCam.setFrustumFar(zFar); shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp()); shadowCam.update(); shadowCam.updateViewProjection(); PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda); // in parallel projection shadow position goe from 0 to 1 if(viewCam.isParallelProjection()){ for (int i = 0; i < nbShadowMaps; i++) { splitsArray[i] = splitsArray[i]/(zFar- frustumNear); } } switch (splitsArray.length) { case 5: splits.a = splitsArray[4]; case 4: splits.b = splitsArray[3]; case 3: splits.g = splitsArray[2]; case 2: case 1: splits.r = splitsArray[1]; break; } } @Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); //Updating shadow cam with current split frusta if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0); return shadowMapOccluders; } @Override protected void getReceivers(GeometryList lightReceivers) { if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } } @Override protected Camera getShadowCam(int shadowMapIndex) { return shadowCam; } @Override protected void doDisplayFrustumDebug(int shadowMapIndex) { ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, shadowMapIndex)); ShadowUtil.updateFrustumPoints2(shadowCam, points); ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, shadowMapIndex)); } @Override protected void setMaterialParameters(Material material) { material.setColor("Splits", splits); material.setVector3("LightDir", light == null ? new Vector3f() : light.getDirection()); if (fadeInfo != null) { material.setVector2("FadeInfo", fadeInfo); } } @Override protected void clearMaterialParameters(Material material) { material.clearParam("Splits"); material.clearParam("FadeInfo"); material.clearParam("LightDir"); } /** * returns the lambda parameter see #setLambda(float lambda) * * @return lambda */ public float getLambda() { return lambda; } /** * Adjusts the partition of the shadow extend into shadow maps. * Lambda is usually between 0 and 1. * A low value gives a more linear partition, * resulting in consistent shadow quality over the extend, * but near shadows could look very jagged. * A high value gives a more logarithmic partition, * resulting in high quality for near shadows, * but quality decreases rapidly with distance. * The default value is 0.65 (the theoretical optimum). * * @param lambda the lambda value. */ public void setLambda(float lambda) { this.lambda = lambda; } /** * @return true if stabilization is enabled */ public boolean isEnabledStabilization() { return stabilize; } /** * Enables the stabilization of the shadow's edges. (default is true) * This prevents shadow edges from flickering when the camera moves. * However, it can lead to some loss of shadow quality in particular scenes. * * @param stabilize true to stabilize, false to disable stabilization */ public void setEnabledStabilization(boolean stabilize) { this.stabilize = stabilize; } @Override public void cloneFields(final Cloner cloner, final Object original) { light = cloner.clone(light); init(nbShadowMaps, (int) shadowMapSize); super.cloneFields(cloner, original); } @Override public void read(JmeImporter im) throws IOException { super.read(im); InputCapsule ic = im.getCapsule(this); lambda = ic.readFloat("lambda", 0.65f); zFarOverride = ic.readFloat("zFarOverride", 0); light = (DirectionalLight) ic.readSavable("light", null); fadeInfo = (Vector2f) ic.readSavable("fadeInfo", null); fadeLength = ic.readFloat("fadeLength", 0f); init(nbShadowMaps, (int) shadowMapSize); } @Override public void write(JmeExporter ex) throws IOException { super.write(ex); OutputCapsule oc = ex.getCapsule(this); oc.write(lambda, "lambda", 0.65f); oc.write(zFarOverride, "zFarOverride", 0); oc.write(light, "light", null); oc.write(fadeInfo, "fadeInfo", null); oc.write(fadeLength, "fadeLength", 0f); } /** * Directional light are always in the view frustum * * @param viewCam a Camera to define the view frustum * @return true */ @Override protected boolean checkCulling(Camera viewCam) { return true; } }




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