PssmRenderer :

- added a flag flushQueues to prevent the PssmRenderer to flush the shadow queues. This allow to have several PssmRenderer on one scene to have shadows cast by several light sources.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7879 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent 92a751893f
commit 1cd980db9b
  1. 100
      engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java

@ -1,33 +1,31 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Copyright (c) 2009-2010 jMonkeyEngine All rights reserved.
* <p/>
* 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.
*
* 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.
* <p/>
* * 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.
*
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* <p/>
* * 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.
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
* <p/>
* 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.shadow;
@ -58,11 +56,13 @@ import com.jme3.ui.Picture;
/**
* PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
* It splits the view frustum in several parts and compute a shadow map for each one.<br>
* splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.<br>
* This result in a better quality shadow than standard shadow mapping.<br>
* for more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
*
* It splits the view frustum in several parts and compute a shadow map for each
* one.<br> splits are distributed so that the closer they are from the camera,
* the smaller they are to maximize the resolution used of the shadow map.<br>
* This result in a better quality shadow than standard shadow mapping.<br> for
* more informations on this read this
* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
* <p/>
* @author Rémy Bouquet aka Nehon
*/
public class PssmShadowRenderer implements SceneProcessor {
@ -139,6 +139,7 @@ public class PssmShadowRenderer implements SceneProcessor {
private CompareMode compareMode;
private Picture[] dispPic;
private Vector3f[] points = new Vector3f[8];
private boolean flushQueues = true;
/**
* Create a PSSM Shadow Renderer
@ -382,7 +383,9 @@ public class PssmShadowRenderer implements SceneProcessor {
// render shadow casters to shadow map
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
}
occluders.clear();
if (flushQueues) {
occluders.clear();
}
//restore setting for future rendering
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
@ -390,7 +393,7 @@ public class PssmShadowRenderer implements SceneProcessor {
renderManager.setCamera(viewCam, false);
}
//debug only : displays depth shadow maps
private void displayShadowMap(Renderer r) {
Camera cam = viewPort.getCamera();
@ -421,7 +424,9 @@ public class PssmShadowRenderer implements SceneProcessor {
postshadowMat.setMatrix4("LightViewProjectionMatrix" + i, lightViewProjectionsMatrices[i]);
}
renderManager.setForcedMaterial(postshadowMat);
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, true);
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues);
renderManager.setForcedMaterial(null);
renderManager.setCamera(cam, false);
@ -443,7 +448,7 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* returns the labda parameter<br>
* see {@link setLambda(float lambda)}
* @return
* @return lambda
*/
public float getLambda() {
return lambda;
@ -464,7 +469,7 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* How far the shadows are rendered in the view
* see {@link setShadowZExtend(float zFar)}
* @return
* @return shadowZExtend
*/
public float getShadowZExtend() {
return zFarOverride;
@ -482,7 +487,7 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* returns the shdaow intensity<br>
* see {@link setShadowIntensity(float shadowIntensity)}
* @return
* @return shadowIntensity
*/
public float getShadowIntensity() {
return shadowIntensity;
@ -503,14 +508,14 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* returns the edges thickness <br>
* see {@link setEdgesThickness(int edgesThickness)}
* @return
* @return edgesThickness
*/
public int getEdgesThickness() {
return (int) (edgesThickness * 10);
}
/**
* Stes the shadow edges thickness. default is 1, setting it to lower values can help to reduce the jagged effect of the shadow edges
* Sets the shadow edges thickness. default is 1, setting it to lower values can help to reduce the jagged effect of the shadow edges
* @param edgesThickness
*/
public void setEdgesThickness(int edgesThickness) {
@ -518,4 +523,21 @@ public class PssmShadowRenderer implements SceneProcessor {
this.edgesThickness *= 0.1f;
postshadowMat.setFloat("PCFEdge", edgesThickness);
}
/**
* returns true if the PssmRenderer flushed the shadow queues
* @return flushQueues
*/
public boolean isFlushQueues() {
return flushQueues;
}
/**
* Set this to false if you want to use several PssmRederers to have multiple shadows cast by multiple light sources.
* Make sure the last PssmRenderer in the stack DO flush the queues, but not the others
* @param flushQueues
*/
public void setFlushQueues(boolean flushQueues) {
this.flushQueues = flushQueues;
}
}

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