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fix renderShadow optimization to work on multiple scenes attached to viewPort properly

Bebul 10 лет назад
Родитель
Сommit
ed369135fa

+ 0 - 2
jme3-core/src/main/java/com/jme3/renderer/RenderManager.java

@@ -658,8 +658,6 @@ public class RenderManager {
     public void renderScene(Spatial scene, ViewPort vp) {
         //reset of the camera plane state for proper culling (must be 0 for the first note of the scene to be rendered)
         vp.getCamera().setPlaneState(0);
-        //remember the scene for possible later use
-        vp.getQueue().setRootScene(scene);
         //rendering the scene
         renderSubScene(scene, vp);
     }

+ 0 - 9
jme3-core/src/main/java/com/jme3/renderer/queue/RenderQueue.java

@@ -51,7 +51,6 @@ public class RenderQueue {
     private GeometryList translucentList;
     private GeometryList skyList;
     private GeometryList shadowRecv;
-    private Spatial rootScene = null;
 
     /**
      * Creates a new RenderQueue, the default {@link GeometryComparator comparators}
@@ -337,14 +336,6 @@ public class RenderQueue {
         }
     }
 
-    public void setRootScene(Spatial rs) {
-        rootScene = rs;
-    }
-    
-    public Spatial getRootScene() {
-        return rootScene;
-    }
-    
     public void clear() {
         opaqueList.clear();
         guiList.clear();

+ 3 - 3
jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java

@@ -489,9 +489,6 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
 
             //rendering the post shadow pass
             viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
-            if (flushQueues) {
-                sceneReceivers.clear();
-            }
 
             //resetting renderManager settings
             renderManager.setForcedTechnique(null);
@@ -502,6 +499,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
             clearMatParams();
         }
 
+        if (flushQueues) {
+            sceneReceivers.clear();
+        }
     }
     
     /**

+ 5 - 2
jme3-core/src/main/java/com/jme3/shadow/BasicShadowRenderer.java

@@ -43,6 +43,7 @@ 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.Spatial;
 import com.jme3.texture.FrameBuffer;
 import com.jme3.texture.Image.Format;
 import com.jme3.texture.Texture2D;
@@ -146,7 +147,9 @@ public class BasicShadowRenderer implements SceneProcessor {
     }
 
     public void postQueue(RenderQueue rq) {
-        ShadowUtil.getGeometriesInCamFrustum(rq.getRootScene(), viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
+        for (Spatial scene : viewPort.getScenes()) {
+            ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
+        }
 
         // update frustum points based on current camera
         Camera viewCam = viewPort.getCamera();
@@ -174,7 +177,7 @@ public class BasicShadowRenderer implements SceneProcessor {
         shadowCam.updateViewProjection();
 
         // render shadow casters to shadow map
-        ShadowUtil.updateShadowCamera(rq.getRootScene(), lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
+        ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
         if (shadowOccluders.size() == 0) {
             noOccluders = true;
             return;

+ 8 - 3
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java

@@ -45,6 +45,7 @@ import com.jme3.renderer.Camera;
 import com.jme3.renderer.queue.GeometryList;
 import com.jme3.renderer.queue.RenderQueue;
 import com.jme3.scene.Node;
+import com.jme3.scene.Spatial;
 import java.io.IOException;
 
 /**
@@ -181,9 +182,11 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
 
         //Updating shadow cam with curent split frustra
         if (sceneReceivers.size()==0) {
-            ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
+            for (Spatial scene : viewPort.getScenes()) {
+              ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
+            }
         }
-        ShadowUtil.updateShadowCamera(viewPort.getQueue().getRootScene(), sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
+        ShadowUtil.updateShadowCamera(viewPort, sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
 
         return shadowMapOccluders;
     }
@@ -191,7 +194,9 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
     @Override
     GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
         if (sceneReceivers.size()==0) {
-            ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
+            for (Spatial scene : viewPort.getScenes()) {
+                ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
+            }
         }
         lightReceivers = sceneReceivers;
         return sceneReceivers;

+ 7 - 2
jme3-core/src/main/java/com/jme3/shadow/PointLightShadowRenderer.java

@@ -44,6 +44,7 @@ import com.jme3.renderer.queue.GeometryList;
 import com.jme3.renderer.queue.RenderQueue;
 import com.jme3.scene.Geometry;
 import com.jme3.scene.Node;
+import com.jme3.scene.Spatial;
 import com.jme3.util.TempVars;
 import java.io.IOException;
 
@@ -131,14 +132,18 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
 
     @Override
     protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
-        ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
+        for (Spatial scene : viewPort.getScenes()) {
+            ShadowUtil.getGeometriesInCamFrustum(scene, shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
+        }
         return shadowMapOccluders;
     }
 
     @Override
     GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
         lightReceivers.clear();
-        ShadowUtil.getLitGeometriesInViewPort(viewPort.getQueue().getRootScene(), viewPort.getCamera(), shadowCams, RenderQueue.ShadowMode.Receive, lightReceivers);
+        for (Spatial scene : viewPort.getScenes()) {
+            ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), shadowCams, RenderQueue.ShadowMode.Receive, lightReceivers);
+        }
         return lightReceivers;
     }
 

+ 4 - 2
jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java

@@ -387,7 +387,9 @@ public class PssmShadowRenderer implements SceneProcessor {
 
     @SuppressWarnings("fallthrough")
     public void postQueue(RenderQueue rq) {
-        ShadowUtil.getGeometriesInCamFrustum(rq.getRootScene(), viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
+        for (Spatial scene : viewPort.getScenes()) {
+            ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
+        }
 
         Camera viewCam = viewPort.getCamera();
 
@@ -431,7 +433,7 @@ public class PssmShadowRenderer implements SceneProcessor {
             ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
 
             //Updating shadow cam with curent split frustra
-            ShadowUtil.updateShadowCamera(rq.getRootScene(), lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
+            ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
 
             //saving light view projection matrix for this split            
             lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());

+ 6 - 2
jme3-core/src/main/java/com/jme3/shadow/ShadowUtil.java

@@ -39,6 +39,7 @@ import com.jme3.math.Transform;
 import com.jme3.math.Vector2f;
 import com.jme3.math.Vector3f;
 import com.jme3.renderer.Camera;
+import com.jme3.renderer.ViewPort;
 import com.jme3.renderer.queue.GeometryList;
 import com.jme3.renderer.queue.RenderQueue;
 import com.jme3.scene.Geometry;
@@ -452,7 +453,7 @@ public class ShadowUtil {
      * contain the eye camera frustum corners) and the shadow occluder objects
      * collected through the traverse of the scene hierarchy
      */
-    public static void updateShadowCamera(Spatial rootScene,
+    public static void updateShadowCamera(ViewPort viewPort,
             GeometryList receivers,
             Camera shadowCam,
             Vector3f[] points,
@@ -496,7 +497,10 @@ public class ShadowUtil {
 
         // collect splitOccluders through scene recursive traverse
         OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
-        casterCount = occExt.addOccluders(rootScene);
+        for (Spatial scene : viewPort.getScenes()) {
+            occExt.addOccluders(scene);
+        }
+        casterCount = occExt.casterCount;
   
         //Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
         if (casterCount != receiverCount) {

+ 7 - 2
jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java

@@ -45,6 +45,7 @@ import com.jme3.renderer.Camera;
 import com.jme3.renderer.queue.GeometryList;
 import com.jme3.renderer.queue.RenderQueue;
 import com.jme3.scene.Node;
+import com.jme3.scene.Spatial;
 import com.jme3.util.TempVars;
 import java.io.IOException;
 
@@ -143,7 +144,9 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
 
     @Override
     protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
-        ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
+        for (Spatial scene : viewPort.getScenes()) {
+            ShadowUtil.getGeometriesInCamFrustum(scene, shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
+        }
         return shadowMapOccluders;
     }
 
@@ -152,7 +155,9 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
         lightReceivers.clear();
         Camera[] cameras = new Camera[1];
         cameras[0] = shadowCam;
-        ShadowUtil.getLitGeometriesInViewPort(viewPort.getQueue().getRootScene(), viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers);
+        for (Spatial scene : viewPort.getScenes()) {
+            ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers);
+        }
         return lightReceivers;
     }