StaticPass supports setting shadow map index on light

in-pass-shadows
Kirill Vainer 7 years ago
parent cfcec44b9a
commit 42051b045b
  1. 78
      jme3-core/src/main/java/com/jme3/material/logic/StaticPassLightingLogic.java

@ -57,23 +57,29 @@ import java.util.EnumSet;
*
* @author Kirill Vainer
*/
public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
public 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";
protected static final String DEFINE_NUM_DIR_LIGHTS = "NUM_DIR_LIGHTS";
protected static final String DEFINE_NUM_POINT_LIGHTS = "NUM_POINT_LIGHTS";
protected static final String DEFINE_NUM_SPOT_LIGHTS = "NUM_SPOT_LIGHTS";
private final int numDirLightsDefineId;
private final int numPointLightsDefineId;
private final int numSpotLightsDefineId;
protected final int numDirLightsDefineId;
protected final int numPointLightsDefineId;
protected 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>();
protected final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
protected final Vector3f tempPosition = new Vector3f();
protected final Vector3f tempDirection = new Vector3f();
private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
private final Vector3f tempPosition = new Vector3f();
private final Vector3f tempDirection = new Vector3f();
protected final ArrayList<DirectionalLight> tempDirLights = new ArrayList<>();
protected final ArrayList<PointLight> tempPointLights = new ArrayList<>();
protected final ArrayList<SpotLight> tempSpotLights = new ArrayList<>();
protected static final Matrix4f BIAS_MATRIX = new Matrix4f(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
public StaticPassLightingLogic(TechniqueDef techniqueDef) {
super(techniqueDef);
@ -83,8 +89,7 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
numSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SPOT_LIGHTS, VarType.Int);
}
@Override
public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager,
protected void makeCurrentBase(AssetManager assetManager, RenderManager renderManager,
EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) {
// TODO: if it ever changes that render isn't called
@ -94,6 +99,8 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
tempDirLights.clear();
tempPointLights.clear();
tempSpotLights.clear();
ambientLightColor.set(0, 0, 0, 1);
for (Light light : lights) {
switch (light.getType()) {
case Directional:
@ -105,27 +112,41 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
case Spot:
tempSpotLights.add((SpotLight) light);
break;
case Ambient:
ambientLightColor.addLocal(light.getColor());
break;
}
}
ambientLightColor.a = 1.0f;
defines.set(numDirLightsDefineId, tempDirLights.size());
defines.set(numPointLightsDefineId, tempPointLights.size());
defines.set(numSpotLightsDefineId, tempSpotLights.size());
}
@Override
public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager,
EnumSet<Caps> rendererCaps, Geometry geometry, DefineList defines) {
LightList lights = getFilteredLightList(renderManager, geometry);
makeCurrentBase(assetManager, renderManager, rendererCaps, lights, defines);
return techniqueDef.getShader(assetManager, rendererCaps, defines);
}
private void transformDirection(Matrix4f viewMatrix, Vector3f direction) {
protected void transformDirection(Matrix4f viewMatrix, Vector3f direction) {
viewMatrix.multNormal(direction, direction);
}
private void transformPosition(Matrix4f viewMatrix, Vector3f location) {
protected void transformPosition(Matrix4f viewMatrix, Vector3f location) {
viewMatrix.mult(location, location);
}
private void updateLightListUniforms(Matrix4f viewMatrix, Shader shader, LightList lights) {
protected float getShadowMapIndex(Light light) {
return 1.0f;
}
protected void updateLightListUniforms(Matrix4f viewMatrix, Shader shader) {
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, true, ambientLightColor));
ambientColor.setValue(VarType.Vector4, ambientLightColor);
Uniform lightData = shader.getUniform("g_LightData");
@ -137,25 +158,26 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
int index = 0;
for (DirectionalLight light : tempDirLights) {
ColorRGBA color = light.getColor();
float shadowMapIndex = getShadowMapIndex(light);
tempDirection.set(light.getDirection());
transformDirection(viewMatrix, tempDirection);
lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
lightData.setVector4InArray(color.r, color.g, color.b, shadowMapIndex, index++);
lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, 1f, index++);
}
for (PointLight light : tempPointLights) {
ColorRGBA color = light.getColor();
float shadowMapIndex = getShadowMapIndex(light);
tempPosition.set(light.getPosition());
float invRadius = light.getInvRadius();
transformPosition(viewMatrix, tempPosition);
lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
lightData.setVector4InArray(color.r, color.g, color.b, shadowMapIndex, index++);
lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRadius, index++);
}
for (SpotLight light : tempSpotLights) {
ColorRGBA color = light.getColor();
Vector3f pos = light.getPosition();
Vector3f dir = light.getDirection();
float shadowMapIndex = getShadowMapIndex(light);
tempPosition.set(light.getPosition());
tempDirection.set(light.getDirection());
@ -164,17 +186,21 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
float invRange = light.getInvSpotRange();
float spotAngleCos = light.getPackedAngleCos();
lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
lightData.setVector4InArray(color.r, color.g, color.b, shadowMapIndex, index++);
lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRange, index++);
lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, spotAngleCos, index++);
}
}
protected void updateShadowUniforms(Renderer renderer, Shader shader, int nextTextureUnit) {
}
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
public void render(RenderManager renderManager, Shader shader, Geometry geometry, int nextTextureUnit) {
Renderer renderer = renderManager.getRenderer();
Matrix4f viewMatrix = renderManager.getCurrentCamera().getViewMatrix();
updateLightListUniforms(viewMatrix, shader, lights);
updateLightListUniforms(viewMatrix, shader);
updateShadowUniforms(renderer, shader, nextTextureUnit);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
}

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