/* * Copyright (c) 2009-2012 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.shadow; import java.io.IOException; import java.util.ArrayList; import java.util.List; import com.jme3.asset.AssetManager; import com.jme3.export.InputCapsule; import com.jme3.export.JmeExporter; import com.jme3.export.JmeImporter; import com.jme3.export.OutputCapsule; import com.jme3.export.Savable; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Matrix4f; import com.jme3.math.Vector3f; import com.jme3.post.SceneProcessor; import com.jme3.renderer.Camera; import com.jme3.renderer.Caps; 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.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; /** * abstract shadow renderer that holds commons feature to have for a shadow * renderer * * @author Rémy Bouquet aka Nehon */ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable { protected int nbShadowMaps = 1; protected float shadowMapSize; protected float shadowIntensity = 0.7f; protected RenderManager renderManager; protected ViewPort viewPort; protected FrameBuffer[] shadowFB; protected Texture2D[] shadowMaps; protected Texture2D dummyTex; protected Material preshadowMat; protected Material postshadowMat; protected Matrix4f[] lightViewProjectionsMatrices; protected AssetManager assetManager; protected boolean debug = false; protected float edgesThickness = 1.0f; protected EdgeFilteringMode edgeFilteringMode = EdgeFilteringMode.Bilinear; protected CompareMode shadowCompareMode = CompareMode.Hardware; protected Picture[] dispPic; 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 //a list of material of the post shadow queue geometries. protected List matCache = new ArrayList(); protected GeometryList sceneReceivers; protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator()); protected GeometryList shadowMapOccluders = new GeometryList(new OpaqueComparator()); private String[] shadowMapStringCache; private String[] lightViewStringCache; //used to skip the post pass when there are no shadow casters. protected boolean skipPostPass; /** * used for serialization */ protected AbstractShadowRenderer(){ } /** * Create an abstract shadow renderer, this is to be called in extending * classes * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048, * etc...) * @param nbShadowMaps the number of shadow maps rendered (the more shadow * maps the more quality, the less fps). */ protected AbstractShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbShadowMaps) { this.assetManager = assetManager; this.nbShadowMaps = nbShadowMaps; this.shadowMapSize = shadowMapSize; init(assetManager, nbShadowMaps, shadowMapSize); } private void init(AssetManager assetManager, int nbShadowMaps, int shadowMapSize) { this.postshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PostShadow.j3md"); shadowFB = new FrameBuffer[nbShadowMaps]; shadowMaps = new Texture2D[nbShadowMaps]; dispPic = new Picture[nbShadowMaps]; lightViewProjectionsMatrices = new Matrix4f[nbShadowMaps]; shadowMapStringCache = new String[nbShadowMaps]; lightViewStringCache = new String[nbShadowMaps]; //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash) dummyTex = new Texture2D(shadowMapSize, shadowMapSize, Format.RGBA8); preshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md"); postshadowMat.setFloat("ShadowMapSize", shadowMapSize); for (int i = 0; i < nbShadowMaps; i++) { lightViewProjectionsMatrices[i] = new Matrix4f(); shadowFB[i] = new FrameBuffer(shadowMapSize, shadowMapSize, 1); shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth); shadowFB[i].setDepthTexture(shadowMaps[i]); //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash) shadowFB[i].setColorTexture(dummyTex); shadowMapStringCache[i] = "ShadowMap" + i; lightViewStringCache[i] = "LightViewProjectionMatrix" + i; postshadowMat.setTexture(shadowMapStringCache[i], shadowMaps[i]); //quads for debuging purpose dispPic[i] = new Picture("Picture" + i); dispPic[i].setTexture(assetManager, shadowMaps[i], false); } setShadowCompareMode(shadowCompareMode); setEdgeFilteringMode(edgeFilteringMode); setShadowIntensity(shadowIntensity); } /** * set the post shadow material for this renderer * * @param postShadowMat */ protected final void setPostShadowMaterial(Material postShadowMat) { this.postshadowMat = postShadowMat; postshadowMat.setFloat("ShadowMapSize", shadowMapSize); for (int i = 0; i < nbShadowMaps; i++) { postshadowMat.setTexture(shadowMapStringCache[i], shadowMaps[i]); } setShadowCompareMode(shadowCompareMode); setEdgeFilteringMode(edgeFilteringMode); setShadowIntensity(shadowIntensity); } /** * Sets the filtering mode for shadow edges see {@link EdgeFilteringMode} * for more info * * @param EdgeFilteringMode */ final public void setEdgeFilteringMode(EdgeFilteringMode filterMode) { if (filterMode == null) { throw new NullPointerException(); } this.edgeFilteringMode = filterMode; postshadowMat.setInt("FilterMode", filterMode.getMaterialParamValue()); postshadowMat.setFloat("PCFEdge", edgesThickness); if (shadowCompareMode == CompareMode.Hardware) { for (Texture2D shadowMap : shadowMaps) { if (filterMode == EdgeFilteringMode.Bilinear) { shadowMap.setMagFilter(MagFilter.Bilinear); shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps); } else { shadowMap.setMagFilter(MagFilter.Nearest); shadowMap.setMinFilter(MinFilter.NearestNoMipMaps); } } } } /** * returns the the edge filtering mode * * @see EdgeFilteringMode * @return */ public EdgeFilteringMode getEdgeFilteringMode() { return edgeFilteringMode; } /** * sets the shadow compare mode see {@link CompareMode} for more info * * @param compareMode */ final public void setShadowCompareMode(CompareMode compareMode) { if (compareMode == null) { throw new IllegalArgumentException("Shadow compare mode cannot be null"); } this.shadowCompareMode = compareMode; for (Texture2D shadowMap : shadowMaps) { if (compareMode == CompareMode.Hardware) { shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual); if (edgeFilteringMode == EdgeFilteringMode.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); } /** * returns the shadow compare mode * * @see CompareMode * @return the shadowCompareMode */ public CompareMode getShadowCompareMode() { return shadowCompareMode; } //debug function that create a displayable frustrum protected 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; } public void initialize(RenderManager rm, ViewPort vp) { renderManager = rm; viewPort = vp; //checking for caps to chosse the appropriate post material technique if (renderManager.getRenderer().getCaps().contains(Caps.GLSL150)) { postTechniqueName = "PostShadow15"; } else { postTechniqueName = "PostShadow"; } } public boolean isInitialized() { return viewPort != null; } /** * This mehtod is called once per frame. it is responsible for updating the * shadow cams according to the light view. * * @param viewCam the scene cam */ protected abstract void updateShadowCams(Camera viewCam); /** * this method must return the geomtryList that contains the oclluders to be * rendered in the shadow map * * @param shadowMapIndex the index of the shadow map being rendered * @param sceneOccluders the occluders of the whole scene * @param sceneReceivers the recievers of the whole scene * @return */ protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders); /** * return the shadow camera to use for rendering the shadow map according * the given index * * @param shadowMapIndex the index of the shadow map being rendered * @return the shadowCam */ protected abstract Camera getShadowCam(int shadowMapIndex); /** * responsible for displaying the frustum of the shadow cam for debug * purpose * * @param shadowMapIndex */ protected void doDisplayFrustumDebug(int shadowMapIndex) { } @SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast); sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive); skipPostPass = false; if (sceneReceivers.size() == 0 || occluders.size() == 0) { skipPostPass = true; return; } updateShadowCams(viewPort.getCamera()); Renderer r = renderManager.getRenderer(); renderManager.setForcedMaterial(preshadowMat); renderManager.setForcedTechnique("PreShadow"); for (int shadowMapIndex = 0; shadowMapIndex < nbShadowMaps; shadowMapIndex++) { if (debugfrustums) { doDisplayFrustumDebug(shadowMapIndex); } renderShadowMap(shadowMapIndex, occluders, sceneReceivers); } debugfrustums = false; if (flushQueues) { occluders.clear(); } //restore setting for future rendering r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setForcedTechnique(null); renderManager.setCamera(viewPort.getCamera(), false); } protected void renderShadowMap(int shadowMapIndex, GeometryList occluders, GeometryList receivers) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, occluders, receivers, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(false, true, false); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); } 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 dubuging purpose Allow to "snapshot" the current frustrum to the * scene */ public void displayDebug() { debug = true; } abstract GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers); public void postFrame(FrameBuffer out) { if (skipPostPass) { return; } if (debug) { displayShadowMap(renderManager.getRenderer()); } lightReceivers = getReceivers(sceneReceivers, lightReceivers); if (lightReceivers.size() != 0) { //setting params to recieving 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, false); if (flushQueues) { sceneReceivers.clear(); } //resetting renderManager settings renderManager.setForcedTechnique(null); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } } /** * This method is called once per frame and is responsible of setting the * material parameters than sub class may need to set on the post material * * @param material the materail to use for the post shadow pass */ protected abstract void setMaterialParameters(Material material); private void setMatParams() { GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive); //iteration throught all the geometries of 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().getTechniqueDef(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.setFloat("ShadowMapSize", shadowMapSize); for (int j = 0; j < nbShadowMaps; j++) { mat.setMatrix4(lightViewStringCache[j], lightViewProjectionsMatrices[j]); } for (int j = 0; j < nbShadowMaps; j++) { mat.setTexture(shadowMapStringCache[j], shadowMaps[j]); } mat.setBoolean("HardwareShadows", shadowCompareMode == CompareMode.Hardware); mat.setInt("FilterMode", edgeFilteringMode.getMaterialParamValue()); mat.setFloat("PCFEdge", edgesThickness); mat.setFloat("ShadowIntensity", shadowIntensity); setMaterialParameters(mat); } //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(); } } /** * for internal use only */ protected void setPostShadowParams() { setMaterialParameters(postshadowMat); for (int j = 0; j < nbShadowMaps; j++) { postshadowMat.setMatrix4(lightViewStringCache[j], lightViewProjectionsMatrices[j]); postshadowMat.setTexture(shadowMapStringCache[j], shadowMaps[j]); } } public void preFrame(float tpf) { } public void cleanup() { } public void reshape(ViewPort vp, int w, int h) { } /** * returns the shdaow 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 invisilble 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); } /** * 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 */ public void setEdgesThickness(int edgesThickness) { this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10)); this.edgesThickness *= 0.1f; postshadowMat.setFloat("PCFEdge", edgesThickness); } /** * 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 PssmRederers to have * multiple shadows cast by multiple light sources. Make sure the last * PssmRenderer in the stack DO flush the queues, but not the others * * @param flushQueues */ public void setFlushQueues(boolean flushQueues) { this.flushQueues = flushQueues; } public void read(JmeImporter im) throws IOException { InputCapsule ic = (InputCapsule) im.getCapsule(this); assetManager = im.getAssetManager(); nbShadowMaps = ic.readInt("nbShadowMaps", 1); shadowMapSize = ic.readInt("shadowMapSize", 0); shadowIntensity = ic.readFloat("shadowIntensity", 0.7f); edgeFilteringMode = ic.readEnum("edgeFilteringMode", EdgeFilteringMode.class, EdgeFilteringMode.Bilinear); shadowCompareMode = ic.readEnum("shadowCompareMode", CompareMode.class, CompareMode.Hardware); flushQueues = ic.readBoolean("flushQueues", false); init(assetManager, nbShadowMaps, (int) shadowMapSize); edgesThickness = ic.readFloat("edgesThickness", 1.0f); postshadowMat.setFloat("PCFEdge", edgesThickness); } public void write(JmeExporter ex) throws IOException { OutputCapsule oc = (OutputCapsule) ex.getCapsule(this); oc.write(nbShadowMaps, "nbShadowMaps", 1); oc.write(shadowMapSize, "shadowMapSize", 0); oc.write(shadowIntensity, "shadowIntensity", 0.7f); oc.write(edgeFilteringMode, "edgeFilteringMode", EdgeFilteringMode.Bilinear); oc.write(shadowCompareMode, "shadowCompareMode", CompareMode.Hardware); oc.write(flushQueues, "flushQueues", false); oc.write(edgesThickness, "edgesThickness", 1.0f); } }