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