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add StaticPassLightingLogic

Kirill Vainer 9 vuotta sitten
vanhempi
commit
10a87ce24e

+ 156 - 0
jme3-core/src/main/java/com/jme3/material/StaticPassLightingLogic.java

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+/*
+ * Copyright (c) 2009-2015 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.material;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.light.DirectionalLight;
+import com.jme3.light.Light;
+import com.jme3.light.Light.Type;
+import com.jme3.light.LightList;
+import com.jme3.light.PointLight;
+import com.jme3.light.SpotLight;
+import com.jme3.math.ColorRGBA;
+import com.jme3.math.Vector3f;
+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 java.util.ArrayList;
+import java.util.EnumSet;
+
+/**
+ * Rendering logic for static pass.
+ *
+ * @author Kirill Vainer
+ */
+public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
+
+    private static final String DEFINE_NUM_DIR_LIGHTS = "NUM_DIR_LIGHTS";
+    private static final String DEFINE_NUM_POINT_LIGHTS = "NUM_POINT_LIGHTS";
+    private static final String DEFINE_NUM_SPOT_LIGHTS = "NUM_SPOT_LIGHTS";
+
+    private final int numDirLightsDefineId;
+    private final int numPointLightsDefineId;
+    private final int numSpotLightsDefineId;
+
+    private final ArrayList<DirectionalLight> tempDirLights = new ArrayList<DirectionalLight>();
+    private final ArrayList<PointLight> tempPointLights = new ArrayList<PointLight>();
+    private final ArrayList<SpotLight> tempSpotLights = new ArrayList<SpotLight>();
+
+    private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
+
+    public StaticPassLightingLogic(TechniqueDef techniqueDef) {
+        super(techniqueDef);
+
+        numDirLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_DIR_LIGHTS, VarType.Int);
+        numPointLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_POINT_LIGHTS, VarType.Int);
+        numSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SPOT_LIGHTS, VarType.Int);
+    }
+
+    @Override
+    public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager,
+            EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) {
+
+        // TODO: if it ever changes that render isn't called
+        // right away with the same geometry after makeCurrent, it would be
+        // a problem.
+        // Do a radix sort.
+        tempDirLights.clear();
+        tempPointLights.clear();
+        tempSpotLights.clear();
+        for (Light light : lights) {
+            switch (light.getType()) {
+                case Directional:
+                    tempDirLights.add((DirectionalLight) light);
+                    break;
+                case Point:
+                    tempPointLights.add((PointLight) light);
+                    break;
+                case Spot:
+                    tempSpotLights.add((SpotLight) light);
+                    break;
+            }
+        }
+
+        defines.set(numDirLightsDefineId, tempDirLights.size());
+        defines.set(numPointLightsDefineId, tempPointLights.size());
+        defines.set(numSpotLightsDefineId, tempSpotLights.size());
+
+        return techniqueDef.getShader(assetManager, rendererCaps, defines);
+    }
+
+    private void updateLightListUniforms(Shader shader, LightList lights) {
+        Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
+        ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, true, ambientLightColor));
+
+        Uniform lightData = shader.getUniform("g_LightData");
+
+        int index = 0;
+        for (DirectionalLight light : tempDirLights) {
+            ColorRGBA color = light.getColor();
+            Vector3f dir = light.getDirection();
+            lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
+            lightData.setVector4InArray(dir.x, dir.y, dir.z, 1f, index++);
+        }
+
+        for (PointLight light : tempPointLights) {
+            ColorRGBA color = light.getColor();
+            Vector3f pos = light.getPosition();
+            lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
+            lightData.setVector4InArray(pos.x, pos.y, pos.z, 1f, index++);
+        }
+
+        for (SpotLight light : tempSpotLights) {
+            ColorRGBA color = light.getColor();
+            Vector3f pos = light.getPosition();
+            Vector3f dir = light.getDirection();
+            float invRange = light.getInvSpotRange();
+            float spotAngleCos = light.getPackedAngleCos();
+            lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
+            lightData.setVector4InArray(pos.x, pos.y, pos.z, invRange, index++);
+            lightData.setVector4InArray(dir.x, dir.y, dir.z, spotAngleCos, index++);
+        }
+    }
+
+    @Override
+    public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights) {
+        Renderer renderer = renderManager.getRenderer();
+        updateLightListUniforms(shader, lights);
+        renderer.setShader(shader);
+        renderMeshFromGeometry(renderer, geometry);
+    }
+
+}