When rendering a geometry, light filtering is performed against the geometrys' world lights to avoid rendering lights which will not effect the rendering outcome. If the light is outside the camera frustum OR the light is outside the model's bounding volume, then it will not be rendered.experimental
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/* |
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* Copyright (c) 2009-2014 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.light; |
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import com.jme3.bounding.BoundingBox; |
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import com.jme3.bounding.BoundingSphere; |
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import com.jme3.bounding.BoundingVolume; |
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import com.jme3.renderer.Camera; |
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import com.jme3.scene.Geometry; |
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import com.jme3.util.TempVars; |
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import java.util.HashSet; |
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public final class DefaultLightFilter implements LightFilter { |
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private Camera camera; |
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private final HashSet<Light> processedLights = new HashSet<Light>(); |
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public void setCamera(Camera camera) { |
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this.camera = camera; |
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for (Light light : processedLights) { |
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light.frustumCheckNeeded = true; |
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} |
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} |
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public void filterLights(Geometry geometry, LightList filteredLightList) { |
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TempVars vars = TempVars.get(); |
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try { |
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LightList worldLights = geometry.getWorldLightList(); |
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for (int i = 0; i < worldLights.size(); i++) { |
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Light light = worldLights.get(i); |
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if (light.frustumCheckNeeded) { |
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processedLights.add(light); |
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light.frustumCheckNeeded = false; |
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light.intersectsFrustum = light.intersectsFrustum(camera, vars); |
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} |
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if (!light.intersectsFrustum) { |
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continue; |
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} |
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BoundingVolume bv = geometry.getWorldBound(); |
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if (bv instanceof BoundingBox) { |
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if (!light.intersectsBox((BoundingBox)bv, vars)) { |
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continue; |
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} |
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} else if (bv instanceof BoundingSphere) { |
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if (!Float.isInfinite( ((BoundingSphere)bv).getRadius() )) { |
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// Non-infinite bounding sphere... Not supported yet.
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throw new UnsupportedOperationException("Only AABB supported for now"); |
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} |
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} |
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filteredLightList.add(light); |
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} |
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} finally { |
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vars.release(); |
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} |
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} |
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} |
@ -0,0 +1,72 @@ |
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/* |
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* Copyright (c) 2009-2014 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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|
* 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 |
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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.light; |
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import com.jme3.renderer.Camera; |
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import com.jme3.scene.Geometry; |
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/** |
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* <code>LightFilter</code> is used to determine which lights should be |
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* rendered for a particular {@link Geometry} + {@link Camera} combination. |
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* |
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* @author Kirill Vainer |
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*/ |
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public interface LightFilter { |
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/** |
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* Sets the camera for which future filtering is to be done against in |
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* {@link #filterLights(com.jme3.scene.Geometry, com.jme3.light.LightList)}. |
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* |
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* @param camera The camera to perform light filtering against. |
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*/ |
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public void setCamera(Camera camera); |
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/** |
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* Determine which lights on the {@link Geometry#getWorldLightList() world |
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* light list} are to be rendered. |
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* <p> |
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* The simplest implementation (e.g. one that performs no filtering) would |
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* simply copy the contents of {@link Geometry#getWorldLightList()} to |
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* {@code filteredLightList}. |
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* <p> |
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* An advanced implementation would determine if the light intersects |
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* the {@link Geometry#getWorldBound() geometry's bounding volume} and if |
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* the light intersects the frustum of the camera set in |
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* {@link #setCamera(com.jme3.renderer.Camera)} as well as sort the lights |
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* according to some "influence" criteria - this will then provide |
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* an optimal set of lights that should be used for rendering. |
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* |
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* @param geometry The geometry for which the light filtering is performed. |
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* @param filteredLightList The results are to be stored here. |
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*/ |
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public void filterLights(Geometry geometry, LightList filteredLightList); |
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} |
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Reference in new issue