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/*
 * Copyright (c) 2009-2021 jMonkeyEngine
 * All rights reserved.
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 *   notice, this list of conditions and the following disclaimer.
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 * * 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
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package com.jme3.shadow;

import com.jme3.asset.AssetManager;
import com.jme3.light.LightFilter;
import com.jme3.light.NullLightFilter;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Matrix4f;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.SceneProcessor;
import com.jme3.profile.AppProfiler;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.OpaqueComparator;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.WireFrustum;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture.MagFilter;
import com.jme3.texture.Texture.MinFilter;
import com.jme3.texture.Texture.ShadowCompareMode;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
import java.util.ArrayList;
import java.util.List;

/**
 * PssmShadow 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 * @deprecated use {@link DirectionalLightShadowRenderer} */ @Deprecated public class PssmShadowRenderer implements SceneProcessor { private static final LightFilter NULL_LIGHT_FILTER = new NullLightFilter(); /** * FilterMode specifies how shadows are filtered * @deprecated use {@link EdgeFilteringMode} */ @Deprecated public enum FilterMode{ /** * Shadows are not filtered. Nearest sample is used, causing in blocky * shadows. */ Nearest, /** * Bilinear filtering is used. Has the potential of being hardware * accelerated on some GPUs */ Bilinear, /** * Dither-based sampling is used, very cheap but can look bad at low * resolutions. */ Dither, /** * 4x4 percentage-closer filtering is used. Shadows will be smoother at * the cost of performance */ PCF4, /** * 8x8 percentage-closer filtering is used. Shadows will be smoother at * the cost of performance */ PCFPOISSON, /** * 8x8 percentage-closer filtering is used. Shadows will be smoother at * the cost of performance */ PCF8 } /** * Specifies the shadow comparison mode * @deprecated use {@link CompareMode} */ @Deprecated public enum CompareMode { /** * Shadow depth comparisons are done by using shader code */ Software, /** * Shadow depth comparisons are done by using the GPU's dedicated * shadowing pipeline. */ Hardware; } protected int nbSplits = 3; protected float shadowMapSize; protected float lambda = 0.65f; protected float shadowIntensity = 0.7f; protected float zFarOverride = 0; protected RenderManager renderManager; protected ViewPort viewPort; protected FrameBuffer[] shadowFB; protected Texture2D[] shadowMaps; protected Texture2D dummyTex; protected Camera shadowCam; protected Material preshadowMat; protected Material postshadowMat; protected GeometryList splitOccluders = new GeometryList(new OpaqueComparator()); protected Matrix4f[] lightViewProjectionsMatrices; protected ColorRGBA splits; protected float[] splitsArray; protected boolean noOccluders = false; protected Vector3f direction = new Vector3f(); protected AssetManager assetManager; protected boolean debug = false; protected float edgesThickness = 1.0f; protected FilterMode filterMode; protected CompareMode compareMode; protected Picture[] dispPic; protected Vector3f[] points = new Vector3f[8]; protected boolean flushQueues = true; // define if the fallback material should be used. protected boolean needsfallBackMaterial = false; //Name of the post material technique protected String postTechniqueName = "PostShadow"; //flags to know when to change params in the materials protected boolean applyHWShadows = true; protected boolean applyFilterMode = true; protected boolean applyPCFEdge = true; protected boolean applyShadowIntensity = true; //a list of material of the post shadow queue geometries. protected List matCache = new ArrayList<>(); //Holding the info for fading shadows in the far distance protected Vector2f fadeInfo; protected float fadeLength; protected boolean applyFadeInfo = false; protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator()); /** * Create a PSSM Shadow Renderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html * * @param manager the application asset manager * @param size the size of the rendered shadowmaps (512,1024,2048, etc...) * @param nbSplits the number of shadow maps rendered (the more shadow maps * the more quality, the less fps) */ public PssmShadowRenderer(AssetManager manager, int size, int nbSplits) { this(manager, size, nbSplits, new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md")); } /** * Create a PSSM Shadow Renderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html * * @param manager the application asset manager * @param size the size of the rendered shadowmaps (512,1024,2048, etc...) * @param nbSplits the number of shadow maps rendered (the more shadow maps * the more quality, the less fps). * @param postShadowMat the material used for post shadows if you need to * override it */ protected PssmShadowRenderer(AssetManager manager, int size, int nbSplits, Material postShadowMat) { this.postshadowMat = postShadowMat; assetManager = manager; nbSplits = Math.max(Math.min(nbSplits, 4), 1); this.nbSplits = nbSplits; shadowMapSize = size; shadowFB = new FrameBuffer[nbSplits]; shadowMaps = new Texture2D[nbSplits]; dispPic = new Picture[nbSplits]; lightViewProjectionsMatrices = new Matrix4f[nbSplits]; splits = new ColorRGBA(); splitsArray = new float[nbSplits + 1]; //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash) dummyTex = new Texture2D(size, size, Format.RGBA8); preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md"); postshadowMat.setFloat("ShadowMapSize", size); for (int i = 0; i < nbSplits; i++) { lightViewProjectionsMatrices[i] = new Matrix4f(); shadowFB[i] = new FrameBuffer(size, size, 1); shadowMaps[i] = new Texture2D(size, size, Format.Depth); shadowFB[i].setDepthTexture(shadowMaps[i]); //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash) shadowFB[i].setColorTexture(dummyTex); postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]); //quads for debugging purposes dispPic[i] = new Picture("Picture" + i); dispPic[i].setTexture(manager, shadowMaps[i], false); } setCompareMode(CompareMode.Hardware); setFilterMode(FilterMode.Bilinear); setShadowIntensity(0.7f); shadowCam = new Camera(size, size); shadowCam.setParallelProjection(true); for (int i = 0; i < points.length; i++) { points[i] = new Vector3f(); } } /** * Sets the filtering mode for shadow edges see {@link FilterMode} for more * info * * @param filterMode the desired mode (not null) */ final public void setFilterMode(FilterMode filterMode) { if (filterMode == null) { throw new IllegalArgumentException("filterMode cannot be null"); } if (this.filterMode == filterMode) { return; } this.filterMode = filterMode; postshadowMat.setInt("FilterMode", filterMode.ordinal()); postshadowMat.setFloat("PCFEdge", edgesThickness); if (compareMode == CompareMode.Hardware) { for (Texture2D shadowMap : shadowMaps) { if (filterMode == FilterMode.Bilinear) { shadowMap.setMagFilter(MagFilter.Bilinear); shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps); } else { shadowMap.setMagFilter(MagFilter.Nearest); shadowMap.setMinFilter(MinFilter.NearestNoMipMaps); } } } applyFilterMode = true; } /** * sets the shadow compare mode see {@link CompareMode} for more info * * @param compareMode the desired mode (not null) */ final public void setCompareMode(CompareMode compareMode) { if (compareMode == null) { throw new IllegalArgumentException("compareMode cannot be null"); } if (this.compareMode == compareMode) { return; } this.compareMode = compareMode; for (Texture2D shadowMap : shadowMaps) { if (compareMode == CompareMode.Hardware) { shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual); if (filterMode == FilterMode.Bilinear) { shadowMap.setMagFilter(MagFilter.Bilinear); shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps); } else { shadowMap.setMagFilter(MagFilter.Nearest); shadowMap.setMinFilter(MinFilter.NearestNoMipMaps); } } else { shadowMap.setShadowCompareMode(ShadowCompareMode.Off); shadowMap.setMagFilter(MagFilter.Nearest); shadowMap.setMinFilter(MinFilter.NearestNoMipMaps); } } postshadowMat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware); applyHWShadows = true; } //debug function that create a displayable frustum private Geometry createFrustum(Vector3f[] pts, int i) { WireFrustum frustum = new WireFrustum(pts); Geometry frustumMdl = new Geometry("f", frustum); frustumMdl.setCullHint(Spatial.CullHint.Never); frustumMdl.setShadowMode(ShadowMode.Off); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.getAdditionalRenderState().setWireframe(true); frustumMdl.setMaterial(mat); switch (i) { case 0: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Pink); break; case 1: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red); break; case 2: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Green); break; case 3: frustumMdl.getMaterial().setColor("Color", ColorRGBA.Blue); break; default: frustumMdl.getMaterial().setColor("Color", ColorRGBA.White); break; } frustumMdl.updateGeometricState(); return frustumMdl; } @Override public void initialize(RenderManager rm, ViewPort vp) { renderManager = rm; viewPort = vp; postTechniqueName = "PostShadow"; } @Override public boolean isInitialized() { return viewPort != null; } /** * returns the light direction used by the processor * * @return the pre-existing vector */ public Vector3f getDirection() { return direction; } /** * Sets the light direction to use to compute shadows * * @param direction a direction vector (not null, unaffected) */ public void setDirection(Vector3f direction) { this.direction.set(direction).normalizeLocal(); } @SuppressWarnings("fallthrough") @Override public void postQueue(RenderQueue rq) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers); } Camera viewCam = viewPort.getCamera(); 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.getRotation().lookAt(direction, shadowCam.getUp()); shadowCam.update(); shadowCam.updateViewProjection(); PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda); 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; } Renderer r = renderManager.getRenderer(); renderManager.setForcedMaterial(preshadowMat); renderManager.setForcedTechnique("PreShadow"); for (int i = 0; i < nbSplits; i++) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points); //Updating shadow cam with current split frusta ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize); //saving light view projection matrix for this split lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); if (debugfrustums) { // frustumFromBound(b.casterBB,ColorRGBA.Blue ); // frustumFromBound(b.receiverBB,ColorRGBA.Green ); // frustumFromBound(b.splitBB,ColorRGBA.Yellow ); ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, i)); ShadowUtil.updateFrustumPoints2(shadowCam, points); ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, i)); } r.setFrameBuffer(shadowFB[i]); r.clearBuffers(true, true, true); // render shadow casters to shadow map and disables the lightfilter LightFilter tmpLightFilter = renderManager.getLightFilter(); renderManager.setLightFilter(NULL_LIGHT_FILTER); viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true); renderManager.setLightFilter(tmpLightFilter); } debugfrustums = false; //restore setting for future rendering r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setForcedTechnique(null); renderManager.setCamera(viewCam, false); } boolean debugfrustums = false; public void displayFrustum() { debugfrustums = true; } //debug only : displays depth shadow maps protected void displayShadowMap(Renderer r) { Camera cam = viewPort.getCamera(); renderManager.setCamera(cam, true); int h = cam.getHeight(); for (int i = 0; i < dispPic.length; i++) { dispPic[i].setPosition((128 * i) + (150 + 64 * (i + 1)), h / 20f); dispPic[i].setWidth(128); dispPic[i].setHeight(128); dispPic[i].updateGeometricState(); renderManager.renderGeometry(dispPic[i]); } renderManager.setCamera(cam, false); } /** * For debugging purpose Allow to "snapshot" the current frustum to the * scene */ public void displayDebug() { debug = true; } @Override public void postFrame(FrameBuffer out) { if (debug) { displayShadowMap(renderManager.getRenderer()); } if (!noOccluders) { //setting params to receiving geometry list setMatParams(); Camera cam = viewPort.getCamera(); //some materials in the scene does not have a post shadow technique so we're using the fall back material if (needsfallBackMaterial) { renderManager.setForcedMaterial(postshadowMat); } //forcing the post shadow technique and render state renderManager.setForcedTechnique(postTechniqueName); //rendering the post shadow pass viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true); //resetting renderManager settings renderManager.setForcedTechnique(null); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } } private void setMatParams() { GeometryList l = lightReceivers; //iterate through all the geometries in the list to gather the materials matCache.clear(); for (int i = 0; i < l.size(); i++) { Material mat = l.get(i).getMaterial(); //checking if the material has the post technique and adding it to the material cache if (mat.getMaterialDef().getTechniqueDefs(postTechniqueName) != null) { if (!matCache.contains(mat)) { matCache.add(mat); } } else { needsfallBackMaterial = true; } } //iterating through the mat cache and setting the parameters for (Material mat : matCache) { mat.setColor("Splits", splits); mat.setFloat("ShadowMapSize", shadowMapSize); for (int j = 0; j < nbSplits; j++) { mat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]); } for (int j = 0; j < nbSplits; j++) { mat.setTexture("ShadowMap" + j, shadowMaps[j]); } mat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware); mat.setInt("FilterMode", filterMode.ordinal()); mat.setFloat("PCFEdge", edgesThickness); mat.setFloat("ShadowIntensity", shadowIntensity); if (fadeInfo != null) { mat.setVector2("FadeInfo", fadeInfo); } } applyHWShadows = false; applyFilterMode = false; applyPCFEdge = false; applyShadowIntensity = false; applyFadeInfo = false; //At least one material of the receiving geoms does not support the post shadow techniques //so we fall back to the forced material solution (transparent shadows won't be supported for these objects) if (needsfallBackMaterial) { setPostShadowParams(); } } protected void setPostShadowParams() { postshadowMat.setColor("Splits", splits); for (int j = 0; j < nbSplits; j++) { postshadowMat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]); postshadowMat.setTexture("ShadowMap" + j, shadowMaps[j]); } } @Override public void preFrame(float tpf) { } @Override public void cleanup() { } @Override public void reshape(ViewPort vp, int w, int h) { } /** * 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 repartition, * resulting in consistent shadow quality over the extend, * but near shadows could look very jagged. * A high value gives a more logarithmic repartition, * 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; } /** * How far the shadows are rendered in the view * * @see #setShadowZExtend(float zFar) * @return shadowZExtend */ public float getShadowZExtend() { return zFarOverride; } /** * Set the distance from the eye where the shadows will be rendered default * value is dynamically computed to the shadow casters/receivers union bound * zFar, capped to view frustum far value. * * @param zFar the zFar values that override the computed one */ public void setShadowZExtend(float zFar) { if (fadeInfo != null) { fadeInfo.set(zFar - fadeLength, 1f / fadeLength); } this.zFarOverride = zFar; } /** * returns the shadow intensity * * @see #setShadowIntensity(float shadowIntensity) * @return shadowIntensity */ public float getShadowIntensity() { return shadowIntensity; } /** * Set the shadowIntensity, the value should be between 0 and 1, a 0 value * gives a bright and invisible shadow, a 1 value gives a pitch black * shadow, default is 0.7 * * @param shadowIntensity the darkness of the shadow */ final public void setShadowIntensity(float shadowIntensity) { this.shadowIntensity = shadowIntensity; postshadowMat.setFloat("ShadowIntensity", shadowIntensity); applyShadowIntensity = true; } /** * returns the edges thickness * * @see #setEdgesThickness(int edgesThickness) * @return edgesThickness */ public int getEdgesThickness() { return (int) (edgesThickness * 10); } /** * Sets the shadow edges thickness. default is 1, setting it to lower values * can help to reduce the jagged effect of the shadow edges * * @param edgesThickness the desired thickness (in tenths of a pixel, default=10) */ public void setEdgesThickness(int edgesThickness) { this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10)); this.edgesThickness *= 0.1f; postshadowMat.setFloat("PCFEdge", edgesThickness); applyPCFEdge = true; } /** * returns true if the PssmRenderer flushed the shadow queues * * @return flushQueues */ public boolean isFlushQueues() { return flushQueues; } /** * Set this to false if you want to use several PssmRenderers to have * multiple shadows cast by multiple light sources. Make sure the last * PssmRenderer in the stack DOES flush the queues, but not the others * * @param flushQueues true to flush the queues, false to avoid flushing them */ public void setFlushQueues(boolean flushQueues) { this.flushQueues = flushQueues; } /** * Define the length over which the shadow will fade out when using a * shadowZextend This is useful to make dynamic shadows fade into baked * shadows in the distance. * * @param length the fade length in world units */ public void setShadowZFadeLength(float length) { if (length == 0) { fadeInfo = null; fadeLength = 0; postshadowMat.clearParam("FadeInfo"); } else { if (zFarOverride == 0) { fadeInfo = new Vector2f(0, 0); } else { fadeInfo = new Vector2f(zFarOverride - length, 1.0f / length); } fadeLength = length; postshadowMat.setVector2("FadeInfo", fadeInfo); } } @Override public void setProfiler(AppProfiler profiler) { // not implemented } /** * get the length over which the shadow will fade out when using a * shadowZextend * * @return the fade length in world units */ public float getShadowZFadeLength() { if (fadeInfo != null) { return zFarOverride - fadeInfo.x; } return 0f; } }




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