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 * Copyright (c) 2009-2024 jMonkeyEngine
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 *   without specific prior written permission.
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 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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package com.jme3.material.logic;

import com.jme3.asset.AssetManager;
import com.jme3.light.DirectionalLight;
import com.jme3.light.Light;
import com.jme3.light.LightList;
import com.jme3.light.PointLight;
import com.jme3.light.SpotLight;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.material.TechniqueDef;
import com.jme3.material.Material.BindUnits;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.math.Vector4f;
import com.jme3.renderer.Caps;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.scene.Geometry;
import com.jme3.shader.DefineList;
import com.jme3.shader.Shader;
import com.jme3.shader.Uniform;
import com.jme3.shader.VarType;
import com.jme3.util.TempVars;
import java.util.EnumSet;

public final class SinglePassLightingLogic 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 RenderState ADDITIVE_LIGHT = new RenderState();

    private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);

    static {
        ADDITIVE_LIGHT.setBlendMode(BlendMode.AlphaAdditive);
        ADDITIVE_LIGHT.setDepthWrite(false);
    }

    private final int singlePassLightingDefineId;
    private final int nbLightsDefineId;

    public SinglePassLightingLogic(TechniqueDef techniqueDef) {
        super(techniqueDef);
        singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean);
        nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int);
    }

    @Override
    public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager,
            EnumSet rendererCaps, LightList lights, DefineList defines) {
        defines.set(nbLightsDefineId, renderManager.getSinglePassLightBatchSize() * 3);
        defines.set(singlePassLightingDefineId, true);
        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 * @return the next starting index in the LightList */ protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex) { 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"); if (startIndex != 0) { // apply additive blending for 2nd and future passes rm.getRenderer().applyRenderState(ADDITIVE_LIGHT); ambientColor.setValue(VarType.Vector4, ColorRGBA.Black); } else { ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList, true, ambientLightColor)); } 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 || l.getType() == Light.Type.Probe) { endIndex++; continue; } ColorRGBA color = l.getColor(); //Color 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); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); // tmpVec.divideLocal(tmpVec.w); // tmpVec.normalizeLocal(); 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); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); //tmpVec.divideLocal(tmpVec.w); 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); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); // tmpVec.divideLocal(tmpVec.w); lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex); lightDataIndex++; //We transform the spot direction in view space here to save 5 varying later in the lighting shader //one vec4 less and a vec4 that becomes a vec3 //the downside is that spotAngleCos decoding happens now in the frag shader. tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); tmpVec.normalizeLocal(); 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; } @Override public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, BindUnits lastBindUnits) { int nbRenderedLights = 0; Renderer renderer = renderManager.getRenderer(); int batchSize = renderManager.getSinglePassLightBatchSize(); if (lights.size() == 0) { updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, 0); renderer.setShader(shader); renderMeshFromGeometry(renderer, geometry); } else { while (nbRenderedLights < lights.size()) { nbRenderedLights = updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, nbRenderedLights); renderer.setShader(shader); renderMeshFromGeometry(renderer, geometry); } } } }




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