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+ /*
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+ * Copyright (c) 2009-2015 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.light;
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+
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+import com.jme3.bounding.BoundingSphere;
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+import com.jme3.post.SceneProcessor;
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+import com.jme3.renderer.RenderManager;
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+import com.jme3.renderer.ViewPort;
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+import com.jme3.renderer.queue.RenderQueue;
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+import com.jme3.scene.Spatial;
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+import com.jme3.texture.FrameBuffer;
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+import com.jme3.util.TempVars;
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+import java.util.ArrayList;
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+import java.util.Collections;
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+import java.util.List;
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+
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+/**
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+ * this processor allows to blend several light probes maps together according to a Point of Interest.
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+ * This is all based on this article by Sebastien lagarde
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+ * https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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+ * @author Nehon
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+ */
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+public class LightProbeBlendingProcessor implements SceneProcessor {
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+
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+ private ViewPort viewPort;
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+ private LightFilter prevFilter;
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+ private RenderManager renderManager;
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+ private LightProbe probe = new LightProbe();
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+ private Spatial poi;
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+
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+ public LightProbeBlendingProcessor(Spatial poi) {
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+ this.poi = poi;
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+ }
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+
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+ @Override
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+ public void initialize(RenderManager rm, ViewPort vp) {
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+ viewPort = vp;
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+ renderManager = rm;
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+ prevFilter = rm.getLightFilter();
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+ rm.setLightFilter(new PoiLightProbeLightFilter(this));
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+ }
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+
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+ @Override
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+ public void reshape(ViewPort vp, int w, int h) {
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+
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+ }
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+
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+ @Override
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+ public boolean isInitialized() {
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+ return viewPort != null;
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+ }
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+
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+ @Override
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+ public void preFrame(float tpf) {
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+
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+ }
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+
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+ /** 1. For POI take a spatial in the constructor and make all calculation against its world pos
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+ * - Alternatively compute an arbitrary POI by casting rays from the camera
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+ * (one in the center and one for each corner and take the median point)
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+ * 2. Take the 4 most weighted probes for default. Maybe allow the user to change this
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+ * 3. For the inner influence radius take half of the radius for a start we'll see then how to change this.
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+ *
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+ */
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+ @Override
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+ public void postQueue(RenderQueue rq) {
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+ List<BlendFactor> blendFactors = new ArrayList<BlendFactor>();
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+ float sumBlendFactors = computeBlendFactors(blendFactors);
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+
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+ //Sort blend factors according to their weight
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+ Collections.sort(blendFactors);
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+
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+ //normalize blend factors;
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+ float normalizer = 1f / sumBlendFactors;
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+ for (BlendFactor blendFactor : blendFactors) {
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+ blendFactor.ndf *= normalizer;
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+ // System.err.println(blendFactor);
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+ }
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+
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+
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+ //for now just pick the first probe.
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+ if(!blendFactors.isEmpty()){
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+ probe = blendFactors.get(0).lightProbe;
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+ }else{
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+ probe = null;
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+ }
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+ }
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+
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+ private float computeBlendFactors(List<BlendFactor> blendFactors) {
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+ float sumBlendFactors = 0;
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+ for (Spatial scene : viewPort.getScenes()) {
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+ for (Light light : scene.getWorldLightList()) {
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+ if(light.getType() == Light.Type.Probe){
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+ LightProbe p = (LightProbe)light;
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+ TempVars vars = TempVars.get();
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+ boolean intersect = p.intersectsFrustum(viewPort.getCamera(), vars);
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+ vars.release();
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+ //check if the probe is inside the camera frustum
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+ if(intersect){
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+
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+ //is the poi inside the bounds of this probe
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+ if(poi.getWorldBound().intersects(p.getBounds())){
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+
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+ //computing the distance as we need it to check if th epoi in in the inner radius and later to compute the weight
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+ float outerRadius = ((BoundingSphere)p.getBounds()).getRadius();
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+ float innerRadius = outerRadius * 0.5f;
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+ float distance = p.getBounds().getCenter().distance(poi.getWorldTranslation());
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+
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+ // if the poi in inside the inner range of this probe, then this probe is the only one that matters.
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+ if( distance < innerRadius ){
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+ blendFactors.clear();
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+ blendFactors.add(new BlendFactor(p, 1.0f));
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+ return 1.0f;
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+ }
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+ //else we need to compute the weight of this probe and collect it for blending
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+ float ndf = (distance - innerRadius) / (outerRadius - innerRadius);
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+ sumBlendFactors += ndf;
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+ blendFactors.add(new BlendFactor(p, ndf));
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+ }
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+ }
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+ }
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+ }
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+ }
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+ return sumBlendFactors;
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+ }
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+
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+ @Override
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+ public void postFrame(FrameBuffer out) {
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+
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+ }
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+
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+ @Override
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+ public void cleanup() {
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+ viewPort = null;
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+ renderManager.setLightFilter(prevFilter);
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+ }
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+
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+ public void populateProbe(LightList lightList){
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+ if(probe != null && probe.isReady()){
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+ lightList.add(probe);
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+ }
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+ }
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+
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+ public Spatial getPoi() {
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+ return poi;
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+ }
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+
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+ public void setPoi(Spatial poi) {
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+ this.poi = poi;
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+ }
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+
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+
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+ private class BlendFactor implements Comparable<BlendFactor>{
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+
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+ LightProbe lightProbe;
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+ float ndf;
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+
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+ public BlendFactor(LightProbe lightProbe, float ndf) {
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+ this.lightProbe = lightProbe;
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+ this.ndf = ndf;
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+ }
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+
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+ @Override
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+ public String toString() {
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+ return "BlendFactor{" + "lightProbe=" + lightProbe + ", ndf=" + ndf + '}';
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+ }
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+
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+ @Override
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+ public int compareTo(BlendFactor o) {
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+ if(o.ndf > ndf){
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+ return -1;
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+ }else if(o.ndf < ndf){
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+ return 1;
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+ }
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+ return 0;
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+ }
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+
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+ }
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+}
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