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- /*
- * 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 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.light.SpotLight;
- import com.jme3.material.Material;
- import com.jme3.math.FastMath;
- import com.jme3.math.Vector2f;
- import com.jme3.math.Vector3f;
- import com.jme3.renderer.Camera;
- import com.jme3.renderer.queue.GeometryList;
- import com.jme3.scene.Node;
- import java.io.IOException;
- /**
- * SpotLightShadowRenderer renderer use Parrallel Split Shadow Mapping technique
- * (pssm)<br> It splits the view frustum in several parts and compute a shadow
- * map for each one.<br> splits are distributed so that the closer they are from
- * the camera, the smaller they are to maximize the resolution used of the
- * shadow map.<br> This result in a better quality shadow than standard shadow
- * mapping.<br> for more informations on this read this <a
- * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
- * <p/>
- * @author Rémy Bouquet aka Nehon
- */
- public class SpotLightShadowRenderer extends AbstractShadowRenderer {
- protected float zFarOverride = 0;
- protected Camera shadowCam;
- protected SpotLight light;
- protected Vector3f[] points = new Vector3f[8];
- //Holding the info for fading shadows in the far distance
- protected Vector2f fadeInfo;
- protected float fadeLength;
-
- /**
- * Used for serialization use SpotLightShadowRenderer#SpotLightShadowRenderer(AssetManager assetManager, int shadowMapSize)
- */
- public SpotLightShadowRenderer() {
- super();
- }
-
- /**
- * Create a SpotLightShadowRenderer This use standard shadow mapping
- *
- * @param assetManager the application asset manager
- * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,
- * etc...) the more quality, the less fps).
- */
- public SpotLightShadowRenderer(AssetManager assetManager, int shadowMapSize) {
- super(assetManager, shadowMapSize, 1);
- init(shadowMapSize);
- }
-
- private void init(int shadowMapSize) {
- shadowCam = new Camera(shadowMapSize, shadowMapSize);
- for (int i = 0; i < points.length; i++) {
- points[i] = new Vector3f();
- }
- }
-
- /**
- * return the light used to cast shadows
- *
- * @return the SpotLight
- */
- public SpotLight getLight() {
- return light;
- }
- /**
- * Sets the light to use to cast shadows
- *
- * @param light a SpotLight
- */
- public void setLight(SpotLight light) {
- this.light = light;
- }
- @Override
- protected void updateShadowCams(Camera viewCam) {
- float zFar = zFarOverride;
- if (zFar == 0) {
- zFar = viewCam.getFrustumFar();
- }
- //We prevent computing the frustum points and splits with zeroed or negative near clip value
- float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
- ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
- //shadowCam.setDirection(direction);
- shadowCam.setFrustumPerspective(light.getSpotOuterAngle() * FastMath.RAD_TO_DEG * 2.0f, 1, 1f, light.getSpotRange());
- shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp());
- shadowCam.setLocation(light.getPosition());
- shadowCam.update();
- shadowCam.updateViewProjection();
- }
- @Override
- protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
- ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCam, shadowMapOccluders);
- return shadowMapOccluders;
- }
- @Override
- GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
- lightReceivers.clear();
- ShadowUtil.getGeometriesInCamFrustum(sceneReceivers, shadowCam, lightReceivers);
- return lightReceivers;
- }
-
- @Override
- protected Camera getShadowCam(int shadowMapIndex) {
- return shadowCam;
- }
- @Override
- protected void doDisplayFrustumDebug(int shadowMapIndex) {
- Vector3f[] points2 = points.clone();
- ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, shadowMapIndex));
- ShadowUtil.updateFrustumPoints2(shadowCam, points2);
- ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points2, shadowMapIndex));
- }
- @Override
- protected void setMaterialParameters(Material material) {
- }
- /**
- * How far the shadows are rendered in the view
- *
- * @see #setShadowZExtend(float zFar)
- * @return shadowZExtend
- */
- public float getShadowZExtend() {
- return zFarOverride;
- }
- /**
- * Set the distance from the eye where the shadows will be rendered default
- * value is dynamicaly computed to the shadow casters/receivers union bound
- * zFar, capped to view frustum far value.
- *
- * @param zFar the zFar values that override the computed one
- */
- public void setShadowZExtend(float zFar) {
- if (fadeInfo != null) {
- fadeInfo.set(zFar - fadeLength, 1f / fadeLength);
- }
- this.zFarOverride = zFar;
- }
- /**
- * Define the length over which the shadow will fade out when using a
- * shadowZextend This is useful to make dynamic shadows fade into baked
- * shadows in the distance.
- *
- * @param length the fade length in world units
- */
- public void setShadowZFadeLength(float length) {
- if (length == 0) {
- fadeInfo = null;
- fadeLength = 0;
- postshadowMat.clearParam("FadeInfo");
- } else {
- if (zFarOverride == 0) {
- fadeInfo = new Vector2f(0, 0);
- } else {
- fadeInfo = new Vector2f(zFarOverride - length, 1.0f / length);
- }
- fadeLength = length;
- postshadowMat.setVector2("FadeInfo", fadeInfo);
- }
- }
- /**
- * get the length over which the shadow will fade out when using a
- * shadowZextend
- *
- * @return the fade length in world units
- */
- public float getShadowZFadeLength() {
- if (fadeInfo != null) {
- return zFarOverride - fadeInfo.x;
- }
- return 0f;
- }
-
- @Override
- public void read(JmeImporter im) throws IOException {
- super.read(im);
- InputCapsule ic = (InputCapsule) im.getCapsule(this);
- zFarOverride = ic.readInt("zFarOverride", 0);
- light = (SpotLight) ic.readSavable("light", null);
- fadeInfo = (Vector2f) ic.readSavable("fadeInfo", null);
- fadeLength = ic.readFloat("fadeLength", 0f);
- init((int) shadowMapSize);
- }
- @Override
- public void write(JmeExporter ex) throws IOException {
- super.write(ex);
- OutputCapsule oc = (OutputCapsule) ex.getCapsule(this);
- oc.write(zFarOverride, "zFarOverride", 0);
- oc.write(light, "light", null);
- oc.write(fadeInfo, "fadeInfo", null);
- oc.write(fadeLength, "fadeLength", 0f);
- }
- }
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