add StaticPassLightingLogic
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				| @ -0,0 +1,156 @@ | |||||||
|  | /* | ||||||
|  |  * Copyright (c) 2009-2015 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.material; | ||||||
|  | 
 | ||||||
|  | import com.jme3.asset.AssetManager; | ||||||
|  | import com.jme3.light.DirectionalLight; | ||||||
|  | import com.jme3.light.Light; | ||||||
|  | import com.jme3.light.Light.Type; | ||||||
|  | import com.jme3.light.LightList; | ||||||
|  | import com.jme3.light.PointLight; | ||||||
|  | import com.jme3.light.SpotLight; | ||||||
|  | import com.jme3.math.ColorRGBA; | ||||||
|  | import com.jme3.math.Vector3f; | ||||||
|  | import com.jme3.renderer.Caps; | ||||||
|  | import com.jme3.renderer.RenderManager; | ||||||
|  | import com.jme3.renderer.Renderer; | ||||||
|  | import com.jme3.scene.Geometry; | ||||||
|  | import com.jme3.shader.DefineList; | ||||||
|  | import com.jme3.shader.Shader; | ||||||
|  | import com.jme3.shader.Uniform; | ||||||
|  | import com.jme3.shader.VarType; | ||||||
|  | import java.util.ArrayList; | ||||||
|  | import java.util.EnumSet; | ||||||
|  | 
 | ||||||
|  | /** | ||||||
|  |  * Rendering logic for static pass. | ||||||
|  |  * | ||||||
|  |  * @author Kirill Vainer | ||||||
|  |  */ | ||||||
|  | public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic { | ||||||
|  | 
 | ||||||
|  |     private static final String DEFINE_NUM_DIR_LIGHTS = "NUM_DIR_LIGHTS"; | ||||||
|  |     private static final String DEFINE_NUM_POINT_LIGHTS = "NUM_POINT_LIGHTS"; | ||||||
|  |     private static final String DEFINE_NUM_SPOT_LIGHTS = "NUM_SPOT_LIGHTS"; | ||||||
|  | 
 | ||||||
|  |     private final int numDirLightsDefineId; | ||||||
|  |     private final int numPointLightsDefineId; | ||||||
|  |     private final int numSpotLightsDefineId; | ||||||
|  | 
 | ||||||
|  |     private final ArrayList<DirectionalLight> tempDirLights = new ArrayList<DirectionalLight>(); | ||||||
|  |     private final ArrayList<PointLight> tempPointLights = new ArrayList<PointLight>(); | ||||||
|  |     private final ArrayList<SpotLight> tempSpotLights = new ArrayList<SpotLight>(); | ||||||
|  | 
 | ||||||
|  |     private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1); | ||||||
|  | 
 | ||||||
|  |     public StaticPassLightingLogic(TechniqueDef techniqueDef) { | ||||||
|  |         super(techniqueDef); | ||||||
|  | 
 | ||||||
|  |         numDirLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_DIR_LIGHTS, VarType.Int); | ||||||
|  |         numPointLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_POINT_LIGHTS, VarType.Int); | ||||||
|  |         numSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SPOT_LIGHTS, VarType.Int); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     @Override | ||||||
|  |     public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager, | ||||||
|  |             EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) { | ||||||
|  | 
 | ||||||
|  |         // TODO: if it ever changes that render isn't called | ||||||
|  |         // right away with the same geometry after makeCurrent, it would be | ||||||
|  |         // a problem. | ||||||
|  |         // Do a radix sort. | ||||||
|  |         tempDirLights.clear(); | ||||||
|  |         tempPointLights.clear(); | ||||||
|  |         tempSpotLights.clear(); | ||||||
|  |         for (Light light : lights) { | ||||||
|  |             switch (light.getType()) { | ||||||
|  |                 case Directional: | ||||||
|  |                     tempDirLights.add((DirectionalLight) light); | ||||||
|  |                     break; | ||||||
|  |                 case Point: | ||||||
|  |                     tempPointLights.add((PointLight) light); | ||||||
|  |                     break; | ||||||
|  |                 case Spot: | ||||||
|  |                     tempSpotLights.add((SpotLight) light); | ||||||
|  |                     break; | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         defines.set(numDirLightsDefineId, tempDirLights.size()); | ||||||
|  |         defines.set(numPointLightsDefineId, tempPointLights.size()); | ||||||
|  |         defines.set(numSpotLightsDefineId, tempSpotLights.size()); | ||||||
|  | 
 | ||||||
|  |         return techniqueDef.getShader(assetManager, rendererCaps, defines); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     private void updateLightListUniforms(Shader shader, LightList lights) { | ||||||
|  |         Uniform ambientColor = shader.getUniform("g_AmbientLightColor"); | ||||||
|  |         ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, true, ambientLightColor)); | ||||||
|  | 
 | ||||||
|  |         Uniform lightData = shader.getUniform("g_LightData"); | ||||||
|  | 
 | ||||||
|  |         int index = 0; | ||||||
|  |         for (DirectionalLight light : tempDirLights) { | ||||||
|  |             ColorRGBA color = light.getColor(); | ||||||
|  |             Vector3f dir = light.getDirection(); | ||||||
|  |             lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++); | ||||||
|  |             lightData.setVector4InArray(dir.x, dir.y, dir.z, 1f, index++); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         for (PointLight light : tempPointLights) { | ||||||
|  |             ColorRGBA color = light.getColor(); | ||||||
|  |             Vector3f pos = light.getPosition(); | ||||||
|  |             lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++); | ||||||
|  |             lightData.setVector4InArray(pos.x, pos.y, pos.z, 1f, index++); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         for (SpotLight light : tempSpotLights) { | ||||||
|  |             ColorRGBA color = light.getColor(); | ||||||
|  |             Vector3f pos = light.getPosition(); | ||||||
|  |             Vector3f dir = light.getDirection(); | ||||||
|  |             float invRange = light.getInvSpotRange(); | ||||||
|  |             float spotAngleCos = light.getPackedAngleCos(); | ||||||
|  |             lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++); | ||||||
|  |             lightData.setVector4InArray(pos.x, pos.y, pos.z, invRange, index++); | ||||||
|  |             lightData.setVector4InArray(dir.x, dir.y, dir.z, spotAngleCos, index++); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     @Override | ||||||
|  |     public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights) { | ||||||
|  |         Renderer renderer = renderManager.getRenderer(); | ||||||
|  |         updateLightListUniforms(shader, lights); | ||||||
|  |         renderer.setShader(shader); | ||||||
|  |         renderMeshFromGeometry(renderer, geometry); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  | } | ||||||
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