All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.jme3.shadow.SpotLightShadowRenderer Maven / Gradle / Ivy

There is a newer version: 3.7.0-stable
Show newest version
/*
 * 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
 * met:
 *
 * * 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
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
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.SpotLight;
import com.jme3.material.Material;
import com.jme3.math.FastMath;
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.TempVars;
import com.jme3.util.clone.Cloner;

import java.io.IOException;

/**
 * SpotLightShadowRenderer 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 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
* * @author Rémy Bouquet aka Nehon */ public class SpotLightShadowRenderer extends AbstractShadowRenderer { protected Camera shadowCam; protected SpotLight light; protected Vector3f[] points = new Vector3f[8]; //Holding the info for fading shadows in the far distance /** * Used for serialization use SpotLightShadowRenderer#SpotLightShadowRenderer(AssetManager assetManager, int shadowMapSize) */ protected SpotLightShadowRenderer() { super(); } /** * Create a SpotLightShadowRenderer This use standard shadow mapping * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048, * etc...) The more quality, the fewer fps. */ public SpotLightShadowRenderer(AssetManager assetManager, int shadowMapSize) { super(assetManager, shadowMapSize, 1); init(shadowMapSize); } private void init(int shadowMapSize) { shadowCam = new Camera(shadowMapSize, shadowMapSize); for (int i = 0; i < points.length; i++) { points[i] = new Vector3f(); } } @Override protected void initFrustumCam() { Camera viewCam = viewPort.getCamera(); frustumCam = viewCam.clone(); frustumCam.setFrustum(viewCam.getFrustumNear(), zFarOverride, viewCam.getFrustumLeft(), viewCam.getFrustumRight(), viewCam.getFrustumTop(), viewCam.getFrustumBottom()); } /** * return the light used to cast shadows * * @return the SpotLight */ public SpotLight getLight() { return light; } /** * Sets the light to use to cast shadows * * @param light a SpotLight */ public void setLight(SpotLight 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.setDirection(direction); shadowCam.setFrustumPerspective(light.getSpotOuterAngle() * FastMath.RAD_TO_DEG * 2.0f, 1, 1f, light.getSpotRange()); shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp()); shadowCam.setLocation(light.getPosition()); shadowCam.update(); shadowCam.updateViewProjection(); } @Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders); } return shadowMapOccluders; } @Override protected void getReceivers(GeometryList lightReceivers) { lightReceivers.clear(); Camera[] cameras = new Camera[1]; cameras[0] = shadowCam; for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers); } } @Override protected Camera getShadowCam(int shadowMapIndex) { return shadowCam; } @Override protected void doDisplayFrustumDebug(int shadowMapIndex) { Vector3f[] points2 = points.clone(); ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, shadowMapIndex)); ShadowUtil.updateFrustumPoints2(shadowCam, points2); ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points2, shadowMapIndex)); } @Override protected void setMaterialParameters(Material material) { material.setVector3("LightPos", light.getPosition()); material.setVector3("LightDir", light.getDirection()); } @Override protected void clearMaterialParameters(Material material) { material.clearParam("LightPos"); material.clearParam("LightDir"); } @Override public void cloneFields(final Cloner cloner, final Object original) { light = cloner.clone(light); init((int) shadowMapSize); super.cloneFields(cloner, original); } @Override public void read(JmeImporter im) throws IOException { super.read(im); InputCapsule ic = im.getCapsule(this); zFarOverride = ic.readInt("zFarOverride", 0); light = (SpotLight) ic.readSavable("light", null); fadeInfo = (Vector2f) ic.readSavable("fadeInfo", null); fadeLength = ic.readFloat("fadeLength", 0f); init((int) shadowMapSize); } @Override public void write(JmeExporter ex) throws IOException { super.write(ex); OutputCapsule oc = ex.getCapsule(this); oc.write(zFarOverride, "zFarOverride", 0); oc.write(light, "light", null); oc.write(fadeInfo, "fadeInfo", null); oc.write(fadeLength, "fadeLength", 0f); } /** * * @param viewCam the viewing Camera to check against * @return true if intersects, otherwise false */ @Override protected boolean checkCulling(Camera viewCam) { Camera cam = viewCam; if(frustumCam != null){ cam = frustumCam; cam.setLocation(viewCam.getLocation()); cam.setRotation(viewCam.getRotation()); } TempVars vars = TempVars.get(); boolean intersects = light.intersectsFrustum(cam,vars); vars.release(); return intersects; } }




© 2015 - 2024 Weber Informatics LLC | Privacy Policy