A complete 3D game development suite written purely in Java.
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jmonkeyengine/engine/src/desktop-fx/com/jme3/shadow/ShadowUtil.java

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/*
* Copyright (c) 2009-2010 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.bounding.BoundingBox;
import com.jme3.bounding.BoundingVolume;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix4f;
import com.jme3.math.Transform;
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.Geometry;
import java.util.ArrayList;
import java.util.List;
import static java.lang.Math.*;
/**
* Includes various useful shadow mapping functions.
*
* See:
* http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
* for more info.
*/
public class ShadowUtil {
public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points){
int w = viewCam.getWidth();
int h = viewCam.getHeight();
float n = viewCam.getFrustumNear();
float f = viewCam.getFrustumFar();
points[0].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), n));
points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), n));
points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), n));
points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), n));
points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), f));
points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), f));
points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), f));
points[7].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), f));
}
/**
* Updates the points array to contain the frustum corners of the given
* camera. The nearOverride and farOverride variables can be used
* to override the camera's near/far values with own values.
*
* TODO: Reduce creation of new vectors
*
* @param viewCam
* @param nearOverride
* @param farOverride
*/
public static void updateFrustumPoints(Camera viewCam,
float nearOverride,
float farOverride,
float scale,
Vector3f[] points) {
Vector3f pos = viewCam.getLocation();
Vector3f dir = viewCam.getDirection();
Vector3f up = viewCam.getUp();
float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear();
float near = nearOverride;
float far = farOverride;
float ftop = viewCam.getFrustumTop();
float fright = viewCam.getFrustumRight();
float ratio = fright / ftop;
float near_height;
float near_width;
float far_height;
float far_width;
if (viewCam.isParallelProjection()) {
near_height = ftop;
near_width = near_height * ratio;
far_height = ftop;
far_width = far_height * ratio;
} else {
near_height = depthHeightRatio * near;
near_width = near_height * ratio;
far_height = depthHeightRatio * far;
far_width = far_height * ratio;
}
Vector3f right = dir.cross(up).normalizeLocal();
Vector3f temp = new Vector3f();
temp.set(dir).multLocal(far).addLocal(pos);
Vector3f farCenter = temp.clone();
temp.set(dir).multLocal(near).addLocal(pos);
Vector3f nearCenter = temp.clone();
Vector3f nearUp = temp.set(up).multLocal(near_height).clone();
Vector3f farUp = temp.set(up).multLocal(far_height).clone();
Vector3f nearRight = temp.set(right).multLocal(near_width).clone();
Vector3f farRight = temp.set(right).multLocal(far_width).clone();
points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight);
points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight);
points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight);
points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight);
points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight);
points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight);
points[6].set(farCenter).addLocal(farUp).addLocal(farRight);
points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight);
if (scale != 1.0f) {
// find center of frustum
Vector3f center = new Vector3f();
for (int i = 0; i < 8; i++) {
center.addLocal(points[i]);
}
center.divideLocal(8f);
Vector3f cDir = new Vector3f();
for (int i = 0; i < 8; i++) {
cDir.set(points[i]).subtractLocal(center);
cDir.multLocal(scale - 1.0f);
points[i].addLocal(cDir);
}
}
}
public static BoundingBox computeUnionBound(GeometryList list, Transform transform) {
BoundingBox bbox = new BoundingBox();
for (int i = 0; i < list.size(); i++) {
BoundingVolume vol = list.get(i).getWorldBound();
BoundingVolume newVol = vol.transform(transform);
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (newVol.getCenter().x != Float.NaN && newVol.getCenter().x != Float.POSITIVE_INFINITY && newVol.getCenter().x != Float.NEGATIVE_INFINITY) {
bbox.mergeLocal(newVol);
}
}
return bbox;
}
public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) {
BoundingBox bbox = new BoundingBox();
BoundingVolume store = null;
for (int i = 0; i < list.size(); i++) {
BoundingVolume vol = list.get(i).getWorldBound();
store = vol.clone().transform(mat, null);
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (store.getCenter().x != Float.NaN && store.getCenter().x != Float.POSITIVE_INFINITY && store.getCenter().x != Float.NEGATIVE_INFINITY) {
bbox.mergeLocal(store);
}
}
return bbox;
}
public static BoundingBox computeUnionBound(List<BoundingVolume> bv) {
BoundingBox bbox = new BoundingBox();
for (int i = 0; i < bv.size(); i++) {
BoundingVolume vol = bv.get(i);
bbox.mergeLocal(vol);
}
return bbox;
}
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) {
Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
Vector3f temp = new Vector3f();
for (int i = 0; i < pts.length; i++) {
transform.transformVector(pts[i], temp);
min.minLocal(temp);
max.maxLocal(temp);
}
Vector3f center = min.add(max).multLocal(0.5f);
Vector3f extent = max.subtract(min).multLocal(0.5f);
return new BoundingBox(center, extent.x, extent.y, extent.z);
}
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) {
Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
Vector3f temp = new Vector3f();
for (int i = 0; i < pts.length; i++) {
float w = mat.multProj(pts[i], temp);
temp.x /= w;
temp.y /= w;
// Why was this commented out?
temp.z /= w;
min.minLocal(temp);
max.maxLocal(temp);
}
// min.x = FastMath.clamp(min.x, -1f, 1f);
// max.y = FastMath.clamp(max.y, -1f, 1f);
// min.x = FastMath.clamp(min.x, -1f, 1f);
// max.y = FastMath.clamp(max.y, -1f, 1f);
Vector3f center = min.add(max).multLocal(0.5f);
Vector3f extent = max.subtract(min).multLocal(0.5f);
//Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned
return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z +2.5f);
//return new BoundingBox(center, extent.x, extent.y, extent.z);
}
/**
* Updates the shadow camera to properly contain the given
* points (which contain the eye camera frustum corners)
*
* @param occluders
* @param lightCam
* @param points
*/
public static void updateShadowCamera(Camera shadowCam, Vector3f[] points){
boolean ortho = shadowCam.isParallelProjection();
shadowCam.setProjectionMatrix(null);
if (ortho) {
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
} else {
shadowCam.setFrustumPerspective(45, 1, 1, 150);
}
Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
Matrix4f projMatrix = shadowCam.getProjectionMatrix();
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
Vector3f splitMin = splitBB.getMin(null);
Vector3f splitMax = splitBB.getMax(null);
// splitMin.z = 0;
// Create the crop matrix.
float scaleX, scaleY, scaleZ;
float offsetX, offsetY, offsetZ;
scaleX = 2.0f / (splitMax.x - splitMin.x);
scaleY = 2.0f / (splitMax.y - splitMin.y);
offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX;
offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY;
scaleZ = 1.0f / (splitMax.z - splitMin.z);
offsetZ = -splitMin.z * scaleZ;
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
0f, scaleY, 0f, offsetY,
0f, 0f, scaleZ, offsetZ,
0f, 0f, 0f, 1f);
Matrix4f result = new Matrix4f();
result.set(cropMatrix);
result.multLocal(projMatrix);
shadowCam.setProjectionMatrix(result);
}
/**
* Updates the shadow camera to properly contain the given
* points (which contain the eye camera frustum corners) and the
* shadow occluder objects.
*
* @param occluders
* @param lightCam
* @param points
*/
public static void updateShadowCamera(GeometryList occluders,
GeometryList receivers,
Camera shadowCam,
Vector3f[] points){
updateShadowCamera(occluders, receivers, shadowCam, points, null);
}
/**
* Updates the shadow camera to properly contain the given
* points (which contain the eye camera frustum corners) and the
* shadow occluder objects.
*
* @param occluders
* @param lightCam
* @param points
*/
public static void updateShadowCamera(GeometryList occluders,
GeometryList receivers,
Camera shadowCam,
Vector3f[] points,
GeometryList splitOccluders){
boolean ortho = shadowCam.isParallelProjection();
shadowCam.setProjectionMatrix(null);
if (ortho){
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
}else{
shadowCam.setFrustumPerspective(45, 1, 1, 150);
}
// create transform to rotate points to viewspace
//Transform t = new Transform(shadowCam.getRotation());
Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
// BoundingBox casterBB = computeUnionBound(occluders, viewProjMatrix);
// BoundingBox receiverBB = computeUnionBound(receivers, viewProjMatrix);
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
for (int i = 0; i < receivers.size(); i++){
// convert bounding box to light's viewproj space
Geometry receiver = receivers.get(i);
BoundingVolume bv = receiver.getWorldBound();
BoundingVolume recvBox = bv.transform(viewProjMatrix, null);
if (splitBB.intersects(recvBox)){
visRecvList.add(recvBox);
}
}
ArrayList<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
for (int i = 0; i < occluders.size(); i++){
// convert bounding box to light's viewproj space
Geometry occluder = occluders.get(i);
BoundingVolume bv = occluder.getWorldBound();
BoundingVolume occBox = bv.transform(viewProjMatrix, null);
boolean intersects = splitBB.intersects(occBox);
if (!intersects && occBox instanceof BoundingBox){
BoundingBox occBB = (BoundingBox)occBox;
//Kirill 01/10/2011
// Extend the occluder further into the frustum
// This fixes shadow dissapearing issues when
// the caster itself is not in the view camera
// but its shadow is in the camera
// The number is in world units
occBB.setZExtent(occBB.getZExtent() + 50);
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
if (splitBB.intersects(occBB)){
// To prevent extending the depth range too much
// We return the bound to its former shape
// Before adding it
occBB.setZExtent(occBB.getZExtent() - 50);
occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
visOccList.add(occBox);
if(splitOccluders != null){
splitOccluders.add(occluder);
}
}
}else if (intersects){
visOccList.add(occBox);
if(splitOccluders != null){
splitOccluders.add(occluder);
}
}
}
BoundingBox casterBB = computeUnionBound(visOccList);
BoundingBox receiverBB = computeUnionBound(visRecvList);
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
if (visOccList.size() != visRecvList.size()) {
casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
}
Vector3f casterMin = casterBB.getMin(null);
Vector3f casterMax = casterBB.getMax(null);
Vector3f receiverMin = receiverBB.getMin(null);
Vector3f receiverMax = receiverBB.getMax(null);
Vector3f splitMin = splitBB.getMin(null);
Vector3f splitMax = splitBB.getMax(null);
// actualMin.x = FastMath.clamp(actualMin.x, -1, 1);
// actualMin.y = FastMath.clamp(actualMin.y, -1, 1);
// actualMax.x = FastMath.clamp(actualMax.x, -1, 1);
// actualMax.y = FastMath.clamp(actualMax.y, -1, 1);
// float far = actualMin.z + actualMax.z * 4 + 1.0f + 1.5f;
splitMin.z = 0;
if (!ortho)
shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
Matrix4f projMatrix = shadowCam.getProjectionMatrix();
Vector3f cropMin = new Vector3f();
Vector3f cropMax = new Vector3f();
// IMPORTANT: Special handling for Z values
cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
cropMin.z = min(casterMin.z, splitMin.z);
cropMax.z = min(receiverMax.z, splitMax.z);
// cropMin.set(splitMin);
// cropMax.set(splitMax);
// cropMin.z = Math.min(cropMin.z, cropMax.z - cropMin.z - 1000);
// cropMin.z = Math.max(10f, cropMin.z);
// Create the crop matrix.
float scaleX, scaleY, scaleZ;
float offsetX, offsetY, offsetZ;
scaleX = (2.0f) / (cropMax.x - cropMin.x);
scaleY = (2.0f) / (cropMax.y - cropMin.y);
offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
scaleZ = 1.0f / (cropMax.z - cropMin.z);
offsetZ = -cropMin.z * scaleZ;
// scaleZ = 2.0f / (cropMax.z - cropMin.z);
// offsetZ = -0.5f * (cropMax.z + cropMin.z) * scaleZ;
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
0f, scaleY, 0f, offsetY,
0f, 0f, scaleZ, offsetZ,
0f, 0f, 0f, 1f);
// cropMatrix.transposeLocal();
// Matrix4f cropMatrix = new Matrix4f();
// cropMatrix.setScale(new Vector3f(scaleX, scaleY, 1f));
// cropMatrix.setTranslation(offsetX, offsetY, 0);
Matrix4f result = new Matrix4f();
result.set(cropMatrix);
result.multLocal(projMatrix);
// result.set(projMatrix);
// result.multLocal(cropMatrix);
shadowCam.setProjectionMatrix(result);
// shadowCam.setFrustum(cropMin.z, cropMax.z, // near, far
// cropMin.x, cropMax.x, // left, right
// cropMax.y, cropMin.y); // top, bottom
// compute size and center of final frustum
//float sizeX = (max.x - min.x) / 2f;
//float sizeY = (max.y - min.y) / 2f;
//float offsetX = (max.x + min.x) / -2f;
//float offsetY = (max.y + min.y) / -2f;
// compute center for frustum
//temp.set(offsetX, offsetY, 0);
//invRot.mult(temp, temp);
//shadowCam.setLocation(temp);
//shadowCam.setFrustum(min.z, max.z, -sizeX, sizeX, sizeY, -sizeY);
}
}