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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
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.shadow;
import com.jme3.bounding.BoundingBox;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix4f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.GeometryList;
import static java.lang.Math.max;
import static java.lang.Math.min;
/**
* Includes various useful shadow mapping functions.
*
* See
*
* - http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
* - http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
*
* for more info.
*/
public final class PssmShadowUtil {
/**
* A private constructor to inhibit instantiation of this class.
*/
private PssmShadowUtil() {
}
/**
* Updates the frustum splits stores in splits
using PSSM.
*
* @param splits the array of splits (modified)
* @param near the distance to the camera's near plane
* @param far the distance to the camera's far plane
* @param lambda the mixing parameter (0→purely linear,
* 1→purely logarithmic)
*/
public static void updateFrustumSplits(float[] splits, float near, float far, float lambda) {
for (int i = 0; i < splits.length; i++) {
float IDM = i / (float) splits.length;
float log = near * FastMath.pow((far / near), IDM);
float uniform = near + (far - near) * IDM;
splits[i] = log * lambda + uniform * (1.0f - lambda);
}
// This is used to improve the correctness of the calculations. The near and far planes
// of the camera always stay the same, no matter what happens.
splits[0] = near;
splits[splits.length - 1] = far;
}
/**
* Compute the Zfar in the model view to adjust the Zfar distance for the splits calculation
*
* @param occ a list of occluders
* @param recv a list of receivers
* @param cam the Camera (not null, unaffected)
* @return the Z-far distance
*/
public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) {
Matrix4f mat = cam.getViewMatrix();
BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat);
return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar());
}
}
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