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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.material; |
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import com.jme3.asset.AssetManager; |
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import com.jme3.light.DirectionalLight; |
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import com.jme3.light.Light; |
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import com.jme3.light.Light.Type; |
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import com.jme3.light.LightList; |
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import com.jme3.light.PointLight; |
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import com.jme3.light.SpotLight; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.math.Vector3f; |
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import com.jme3.renderer.Caps; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.Renderer; |
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import com.jme3.scene.Geometry; |
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import com.jme3.shader.DefineList; |
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import com.jme3.shader.Shader; |
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import com.jme3.shader.Uniform; |
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import com.jme3.shader.VarType; |
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import java.util.ArrayList; |
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import java.util.EnumSet; |
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/** |
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* Rendering logic for static pass. |
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* |
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* @author Kirill Vainer |
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*/ |
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public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic { |
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private static final String DEFINE_NUM_DIR_LIGHTS = "NUM_DIR_LIGHTS"; |
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private static final String DEFINE_NUM_POINT_LIGHTS = "NUM_POINT_LIGHTS"; |
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private static final String DEFINE_NUM_SPOT_LIGHTS = "NUM_SPOT_LIGHTS"; |
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private final int numDirLightsDefineId; |
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private final int numPointLightsDefineId; |
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private final int numSpotLightsDefineId; |
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private final ArrayList<DirectionalLight> tempDirLights = new ArrayList<DirectionalLight>(); |
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private final ArrayList<PointLight> tempPointLights = new ArrayList<PointLight>(); |
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private final ArrayList<SpotLight> tempSpotLights = new ArrayList<SpotLight>(); |
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private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1); |
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public StaticPassLightingLogic(TechniqueDef techniqueDef) { |
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super(techniqueDef); |
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numDirLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_DIR_LIGHTS, VarType.Int); |
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numPointLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_POINT_LIGHTS, VarType.Int); |
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numSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SPOT_LIGHTS, VarType.Int); |
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} |
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@Override |
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public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager, |
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EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) { |
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// TODO: if it ever changes that render isn't called
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// right away with the same geometry after makeCurrent, it would be
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// a problem.
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// Do a radix sort.
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tempDirLights.clear(); |
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tempPointLights.clear(); |
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tempSpotLights.clear(); |
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for (Light light : lights) { |
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switch (light.getType()) { |
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case Directional: |
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tempDirLights.add((DirectionalLight) light); |
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break; |
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case Point: |
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tempPointLights.add((PointLight) light); |
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break; |
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case Spot: |
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tempSpotLights.add((SpotLight) light); |
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break; |
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} |
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} |
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defines.set(numDirLightsDefineId, tempDirLights.size()); |
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defines.set(numPointLightsDefineId, tempPointLights.size()); |
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defines.set(numSpotLightsDefineId, tempSpotLights.size()); |
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return techniqueDef.getShader(assetManager, rendererCaps, defines); |
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} |
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private void updateLightListUniforms(Shader shader, LightList lights) { |
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Uniform ambientColor = shader.getUniform("g_AmbientLightColor"); |
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ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, true, ambientLightColor)); |
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Uniform lightData = shader.getUniform("g_LightData"); |
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int index = 0; |
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for (DirectionalLight light : tempDirLights) { |
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ColorRGBA color = light.getColor(); |
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Vector3f dir = light.getDirection(); |
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lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++); |
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lightData.setVector4InArray(dir.x, dir.y, dir.z, 1f, index++); |
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} |
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for (PointLight light : tempPointLights) { |
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ColorRGBA color = light.getColor(); |
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Vector3f pos = light.getPosition(); |
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lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++); |
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lightData.setVector4InArray(pos.x, pos.y, pos.z, 1f, index++); |
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} |
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for (SpotLight light : tempSpotLights) { |
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ColorRGBA color = light.getColor(); |
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Vector3f pos = light.getPosition(); |
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Vector3f dir = light.getDirection(); |
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float invRange = light.getInvSpotRange(); |
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float spotAngleCos = light.getPackedAngleCos(); |
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lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++); |
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lightData.setVector4InArray(pos.x, pos.y, pos.z, invRange, index++); |
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lightData.setVector4InArray(dir.x, dir.y, dir.z, spotAngleCos, index++); |
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} |
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} |
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@Override |
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public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights) { |
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Renderer renderer = renderManager.getRenderer(); |
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updateLightListUniforms(shader, lights); |
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renderer.setShader(shader); |
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renderMeshFromGeometry(renderer, geometry); |
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} |
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} |
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