add StaticPassLightingLogic
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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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