SinglePass Lighting: support two sided lighting

- also added test case with both regular per pixel lighting and bump mapping
 - NOTE: two sided lighting is not supported with vertex lighting
experimental
shadowislord 10 years ago
parent 270f4957ef
commit 14ff6e4f29
  1. 13
      jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag
  2. 124
      jme3-examples/src/main/java/jme3test/light/TestTwoSideLighting.java

@ -74,6 +74,12 @@ uniform float m_Shininess;
void main(){
#ifdef NORMALMAP
mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz));
if (!gl_FrontFacing)
{
tbnMat[2] = -tbnMat[2];
}
vec3 viewDir = normalize(-vPos.xyz * tbnMat);
#else
vec3 viewDir = normalize(-vPos.xyz);
@ -133,7 +139,12 @@ void main(){
//for more explanation.
vec3 normal = normalize((normalHeight.xyz * vec3(2.0,-2.0,2.0) - vec3(1.0,-1.0,1.0)));
#elif !defined(VERTEX_LIGHTING)
vec3 normal = normalize(vNormal);
vec3 normal = normalize(vNormal);
if (!gl_FrontFacing)
{
normal = -normal;
}
#endif
#ifdef SPECULARMAP

@ -0,0 +1,124 @@
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package jme3test.light;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.material.TechniqueDef;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.scene.shape.Sphere;
import com.jme3.util.MaterialDebugAppState;
import com.jme3.util.TangentBinormalGenerator;
/**
* Checks two sided lighting capability.
*
* @author Kirill Vainer
*/
public class TestTwoSideLighting extends SimpleApplication {
float angle;
PointLight pl;
Geometry lightMdl;
public static void main(String[] args){
TestTwoSideLighting app = new TestTwoSideLighting();
app.start();
}
@Override
public void simpleInitApp() {
// Two-sided lighting requires single pass.
renderManager.setPreferredLightMode(TechniqueDef.LightMode.SinglePass);
renderManager.setSinglePassLightBatchSize(4);
cam.setLocation(new Vector3f(5.936224f, 3.3759952f, -3.3202777f));
cam.setRotation(new Quaternion(0.16265652f, -0.4811838f, 0.09137692f, 0.8565368f));
Geometry quadGeom = new Geometry("quad", new Quad(1, 1));
quadGeom.move(1, 0, 0);
Material mat1 = assetManager.loadMaterial("Textures/BumpMapTest/SimpleBump.j3m");
// Display both front and back faces.
mat1.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
quadGeom.setMaterial(mat1);
// SimpleBump material requires tangents.
TangentBinormalGenerator.generate(quadGeom);
rootNode.attachChild(quadGeom);
Geometry teapot = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
teapot.move(-1, 0, 0);
teapot.setLocalScale(2f);
Material mat2 = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
mat2.setFloat("Shininess", 25);
mat2.setBoolean("UseMaterialColors", true);
mat2.setColor("Ambient", ColorRGBA.Black);
mat2.setColor("Diffuse", ColorRGBA.Gray);
mat2.setColor("Specular", ColorRGBA.Gray);
// Only display backfaces.
mat2.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Front);
teapot.setMaterial(mat2);
rootNode.attachChild(teapot);
lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
lightMdl.getMesh().setStatic();
rootNode.attachChild(lightMdl);
pl = new PointLight();
pl.setColor(ColorRGBA.White);
pl.setRadius(4f);
rootNode.addLight(pl);
}
@Override
public void simpleUpdate(float tpf){
angle += tpf;
angle %= FastMath.TWO_PI;
pl.setPosition(new Vector3f(FastMath.cos(angle) * 3f, 0.5f, FastMath.sin(angle) * 3f));
lightMdl.setLocalTranslation(pl.getPosition());
}
}
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