remove hacks from ShadowUtil

in-pass-shadows
Kirill Vainer 7 years ago
parent 6487def9d3
commit 42432ed4ea
  1. 80
      jme3-core/src/main/java/com/jme3/shadow/ShadowUtil.java

@ -271,7 +271,6 @@ public class ShadowUtil {
{
// global variables set in order not to have recursive process method with too many parameters
Matrix4f viewProjMatrix;
public Integer casterCount;
BoundingBox splitBB, casterBB;
GeometryList splitOccluders;
TempVars vars;
@ -279,9 +278,8 @@ public class ShadowUtil {
public OccludersExtractor() {}
// initialize the global OccludersExtractor variables
public OccludersExtractor(Matrix4f vpm, int cc, BoundingBox sBB, BoundingBox cBB, GeometryList sOCC, TempVars v) {
public OccludersExtractor(Matrix4f vpm, BoundingBox sBB, BoundingBox cBB, GeometryList sOCC, TempVars v) {
viewProjMatrix = vpm;
casterCount = cc;
splitBB = sBB;
casterBB = cBB;
splitOccluders = sOCC;
@ -293,9 +291,8 @@ public class ShadowUtil {
* The global OccludersExtractor variables need to be initialized first.
* Variables are updated and used in {@link ShadowUtil#updateShadowCamera} at last.
*/
public int addOccluders(Spatial scene) {
public void addOccluders(Spatial scene) {
if ( scene != null ) process(scene);
return casterCount;
}
private boolean intersectsIgnoreNearZ(BoundingBox splitBB, BoundingSphere occSphere) {
@ -357,7 +354,6 @@ public class ShadowUtil {
BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox);
if (intersectsIgnoreNearZ(splitBB, occBox)) {
casterBB.mergeLocal(occBox);
casterCount++;
if (splitOccluders != null) {
splitOccluders.add(occluder);
}
@ -384,7 +380,7 @@ public class ShadowUtil {
GeometryList receivers,
Camera shadowCam,
Vector3f[] points,
GeometryList splitOccluders,
GeometryList shadowCasters,
float shadowMapSize) {
boolean ortho = shadowCam.isParallelProjection();
@ -392,7 +388,7 @@ public class ShadowUtil {
shadowCam.setProjectionMatrix(null);
if (ortho) {
shadowCam.setFrustum(-shadowCam.getFrustumFar(), shadowCam.getFrustumFar(), -1, 1, 1, -1);
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
}
// create transform to rotate points to viewspace
@ -405,36 +401,31 @@ public class ShadowUtil {
BoundingBox casterBB = new BoundingBox();
BoundingBox receiverBB = new BoundingBox();
int casterCount = 0, receiverCount = 0;
for (int i = 0; i < receivers.size(); i++) {
// convert bounding box to light's viewproj space
Geometry receiver = receivers.get(i);
BoundingVolume bv = receiver.getWorldBound();
BoundingVolume recvBox = bv.transform(viewProjMatrix, vars.bbox);
if (splitBB.intersects(recvBox)) {
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (!Float.isNaN(recvBox.getCenter().x) && !Float.isInfinite(recvBox.getCenter().x)) {
receiverBB.mergeLocal(recvBox);
receiverCount++;
if (receivers != null && receivers.size() != 0) {
for (int i = 0; i < receivers.size(); i++) {
// convert bounding box to light's viewproj space
Geometry receiver = receivers.get(i);
BoundingVolume bv = receiver.getWorldBound();
BoundingVolume recvBox = bv.transform(viewProjMatrix, vars.bbox);
if (splitBB.intersects(recvBox)) {
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (!Float.isNaN(recvBox.getCenter().x) && !Float.isInfinite(recvBox.getCenter().x)) {
receiverBB.mergeLocal(recvBox);
}
}
}
} else {
receiverBB.setXExtent(Float.POSITIVE_INFINITY);
receiverBB.setYExtent(Float.POSITIVE_INFINITY);
receiverBB.setZExtent(Float.POSITIVE_INFINITY);
}
// collect splitOccluders through scene recursive traverse
OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, splitBB, casterBB, shadowCasters, vars);
for (Spatial scene : viewPort.getScenes()) {
occExt.addOccluders(scene);
}
casterCount = occExt.casterCount;
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
if (casterCount != receiverCount) {
casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
}
Vector3f casterMin = casterBB.getMin(vars.vect1);
Vector3f casterMax = casterBB.getMax(vars.vect2);
@ -445,27 +436,26 @@ public class ShadowUtil {
Vector3f splitMin = splitBB.getMin(vars.vect5);
Vector3f splitMax = splitBB.getMax(vars.vect6);
splitMin.z = 0;
// if (!ortho) {
// shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
// }
Matrix4f projMatrix = shadowCam.getProjectionMatrix();
Vector3f cropMin = vars.vect7;
Vector3f cropMax = vars.vect8;
// IMPORTANT: Special handling for Z values
cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
cropMin.z = min(casterMin.z, splitMin.z);
cropMax.z = min(receiverMax.z, splitMax.z);
if (shadowCasters.size() > 0) {
// IMPORTANT: Special handling for Z values
cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
cropMin.z = min(casterMin.z, splitMin.z);
cropMax.z = min(receiverMax.z, splitMax.z);
} else {
// Set crop = split so that everything in the scene has a depth < 1.0 in light space.
// This avoids shadowing everything when there are no casters.
cropMin.set(splitMin);
cropMax.set(splitMax);
}
// Create the crop matrix.
float scaleX, scaleY, scaleZ;

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