Documented com.jme3.shadow
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7631 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -29,7 +29,6 @@
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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.shadow;
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import com.jme3.material.Material;
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@ -48,74 +47,98 @@ import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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import com.jme3.ui.Picture;
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/**
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* BasicShadowRenderer uses standard shadow mapping with one map
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* it's useful to render shadows in a small scene, but edges might look a bit jagged.
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*
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* @author Kirill Vainer
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*/
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public class BasicShadowRenderer implements SceneProcessor {
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private RenderManager renderManager;
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private ViewPort viewPort;
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private FrameBuffer shadowFB;
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private Texture2D shadowMap;
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private Camera shadowCam;
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private Material preshadowMat;
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private Material postshadowMat;
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private Picture dispPic = new Picture("Picture");
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private boolean noOccluders = false;
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private Vector3f[] points = new Vector3f[8];
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private Vector3f direction = new Vector3f();
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public BasicShadowRenderer(AssetManager manager, int size){
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shadowFB = new FrameBuffer(size,size,1);
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shadowMap = new Texture2D(size,size,Format.Depth);
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/**
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* Creates a BasicShadowRenderer
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* @param manager the asset manager
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* @param size the size of the shadow map (the map is square)
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*/
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public BasicShadowRenderer(AssetManager manager, int size) {
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shadowFB = new FrameBuffer(size, size, 1);
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shadowMap = new Texture2D(size, size, Format.Depth);
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shadowFB.setDepthTexture(shadowMap);
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shadowCam = new Camera(size,size);
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preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
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shadowCam = new Camera(size, size);
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preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
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postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
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postshadowMat.setTexture("ShadowMap", shadowMap);
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dispPic.setTexture(manager, shadowMap, false);
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for (int i = 0; i < points.length; i++){
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for (int i = 0; i < points.length; i++) {
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points[i] = new Vector3f();
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}
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}
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public void initialize(RenderManager rm, ViewPort vp){
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public void initialize(RenderManager rm, ViewPort vp) {
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renderManager = rm;
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viewPort = vp;
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reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
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}
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public boolean isInitialized(){
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public boolean isInitialized() {
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return viewPort != null;
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}
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/**
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* returns the light direction used for this processor
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* @return
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*/
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public Vector3f getDirection() {
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return direction;
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}
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/**
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* sets the light direction to use to computs shadows
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* @param direction
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*/
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public void setDirection(Vector3f direction) {
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this.direction.set(direction).normalizeLocal();
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}
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/**
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* debug only
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* @return
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*/
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public Vector3f[] getPoints() {
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return points;
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}
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public Camera getShadowCamera(){
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/**
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* debug only
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* returns the shadow camera
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* @return
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*/
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public Camera getShadowCamera() {
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return shadowCam;
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}
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public void postQueue(RenderQueue rq){
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public void postQueue(RenderQueue rq) {
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GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
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if (occluders.size() == 0){
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if (occluders.size() == 0) {
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noOccluders = true;
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return;
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}else{
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} else {
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noOccluders = false;
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}
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@ -124,13 +147,13 @@ public class BasicShadowRenderer implements SceneProcessor {
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// update frustum points based on current camera
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Camera viewCam = viewPort.getCamera();
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ShadowUtil.updateFrustumPoints(viewCam,
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viewCam.getFrustumNear(),
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viewCam.getFrustumFar(),
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1.0f,
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points);
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viewCam.getFrustumNear(),
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viewCam.getFrustumFar(),
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1.0f,
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points);
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Vector3f frustaCenter = new Vector3f();
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for (Vector3f point : points){
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for (Vector3f point : points) {
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frustaCenter.addLocal(point);
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}
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frustaCenter.multLocal(1f / 8f);
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@ -139,7 +162,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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shadowCam.setProjectionMatrix(null);
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shadowCam.setParallelProjection(true);
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// shadowCam.setFrustumPerspective(45, 1, 1, 20);
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shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
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shadowCam.update();
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shadowCam.setLocation(frustaCenter);
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@ -154,7 +177,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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renderManager.setForcedMaterial(preshadowMat);
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r.setFrameBuffer(shadowFB);
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r.clearBuffers(false,true,false);
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r.clearBuffers(false, true, false);
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viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
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r.setFrameBuffer(viewPort.getOutputFrameBuffer());
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@ -162,12 +185,16 @@ public class BasicShadowRenderer implements SceneProcessor {
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renderManager.setCamera(viewCam, false);
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}
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public Picture getDisplayPicture(){
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/**
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* debug only
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* @return
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*/
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public Picture getDisplayPicture() {
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return dispPic;
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}
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public void postFrame(FrameBuffer out){
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if (!noOccluders){
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public void postFrame(FrameBuffer out) {
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if (!noOccluders) {
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postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
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renderManager.setForcedMaterial(postshadowMat);
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viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
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@ -186,5 +213,4 @@ public class BasicShadowRenderer implements SceneProcessor {
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dispPic.setWidth(w / 5f);
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dispPic.setHeight(h / 5f);
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}
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}
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@ -29,7 +29,6 @@
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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.shadow;
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import com.jme3.material.Material;
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@ -57,36 +56,42 @@ import com.jme3.texture.Texture.ShadowCompareMode;
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import com.jme3.texture.Texture2D;
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import com.jme3.ui.Picture;
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/**
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* PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
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* It splits the view frustum in several parts and compute a shadow map for each one.<br>
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* 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>
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* This result in a better quality shadow than standard shadow mapping.<br>
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* for more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
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*
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* @author Rémy Bouquet aka Nehon
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*/
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public class PssmShadowRenderer implements SceneProcessor {
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/**
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* <code>FilterMode</code> specifies how shadows are filtered
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*/
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public enum FilterMode {
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/**
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* Shadows are not filtered. Nearest sample is used, causing in blocky
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* shadows.
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*/
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Nearest,
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/**
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* Bilinear filtering is used. Has the potential of being hardware
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* accelerated on some GPUs
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*/
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Bilinear,
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/**
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* Dither-based sampling is used, very cheap but can look bad
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* at low resolutions.
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*/
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Dither,
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/**
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* 4x4 percentage-closer filtering is used. Shadows will be smoother
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* at the cost of performance
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*/
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PCF4,
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/**
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* 8x8 percentage-closer filtering is used. Shadows will be smoother
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* at the cost of performance
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@ -94,19 +99,21 @@ public class PssmShadowRenderer implements SceneProcessor {
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PCF8
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}
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/**
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* Specifies the shadow comparison mode
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*/
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public enum CompareMode {
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/**
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* Shadow depth comparisons are done by using shader code
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*/
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Software,
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/**
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* Shadow depth comparisons are done by using the GPU's dedicated
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* shadowing pipeline.
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*/
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Hardware;
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}
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private int nbSplits = 3;
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private float lambda = 0.65f;
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private float shadowIntensity = 0.7f;
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@ -119,21 +126,17 @@ public class PssmShadowRenderer implements SceneProcessor {
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private Camera shadowCam;
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private Material preshadowMat;
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private Material postshadowMat;
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private GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
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private Matrix4f[] lightViewProjectionsMatrices;
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private ColorRGBA splits;
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private float[] splitsArray;
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private boolean noOccluders = false;
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private Vector3f direction = new Vector3f();
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private AssetManager assetManager;
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private boolean debug = false;
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private float edgesThickness = 1.0f;
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private FilterMode filterMode;
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private CompareMode compareMode;
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private Picture[] dispPic;
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private Vector3f[] points = new Vector3f[8];
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@ -154,26 +157,26 @@ public class PssmShadowRenderer implements SceneProcessor {
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dispPic = new Picture[nbSplits];
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lightViewProjectionsMatrices = new Matrix4f[nbSplits];
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splits = new ColorRGBA();
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splitsArray = new float[nbSplits+1];
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splitsArray = new float[nbSplits + 1];
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//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
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dummyTex= new Texture2D(size, size, Format.RGBA8);
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dummyTex = new Texture2D(size, size, Format.RGBA8);
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preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
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preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
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postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md");
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for (int i = 0; i < nbSplits; i++) {
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lightViewProjectionsMatrices[i] = new Matrix4f();
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shadowFB[i] = new FrameBuffer(size, size, 1);
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shadowMaps[i] = new Texture2D(size, size, Format.Depth);
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shadowFB[i].setDepthTexture(shadowMaps[i]);
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//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
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shadowFB[i].setColorTexture(dummyTex);
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postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
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//quads for debuging purpose
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dispPic[i] = new Picture("Picture" + i);
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dispPic[i].setTexture(manager, shadowMaps[i], false);
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@ -190,22 +193,28 @@ public class PssmShadowRenderer implements SceneProcessor {
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}
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}
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public void setFilterMode(FilterMode filterMode){
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if (filterMode == null)
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/**
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* Sets the filtering mode for shadow edges see {@link FilterMode} for more info
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* @param filterMode
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*/
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public void setFilterMode(FilterMode filterMode) {
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if (filterMode == null) {
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throw new NullPointerException();
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}
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if (this.filterMode == filterMode)
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if (this.filterMode == filterMode) {
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return;
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}
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this.filterMode = filterMode;
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postshadowMat.setInt("FilterMode", filterMode.ordinal());
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postshadowMat.setFloat("PCFEdge", edgesThickness);
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if (compareMode == CompareMode.Hardware){
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for (Texture2D shadowMap : shadowMaps){
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if (filterMode == FilterMode.Bilinear){
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if (compareMode == CompareMode.Hardware) {
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for (Texture2D shadowMap : shadowMaps) {
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if (filterMode == FilterMode.Bilinear) {
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shadowMap.setMagFilter(MagFilter.Bilinear);
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shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
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}else{
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} else {
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shadowMap.setMagFilter(MagFilter.Nearest);
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shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
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}
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@ -213,25 +222,31 @@ public class PssmShadowRenderer implements SceneProcessor {
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}
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}
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/**
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* sets the shadow compare mode see {@link CompareMode} for more info
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* @param compareMode
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*/
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public void setCompareMode(CompareMode compareMode) {
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if (compareMode == null)
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if (compareMode == null) {
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throw new NullPointerException();
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}
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if (this.compareMode == compareMode)
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if (this.compareMode == compareMode) {
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return;
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}
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this.compareMode = compareMode;
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for (Texture2D shadowMap : shadowMaps){
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if (compareMode == CompareMode.Hardware){
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for (Texture2D shadowMap : shadowMaps) {
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if (compareMode == CompareMode.Hardware) {
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shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual);
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if (filterMode == FilterMode.Bilinear){
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if (filterMode == FilterMode.Bilinear) {
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shadowMap.setMagFilter(MagFilter.Bilinear);
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shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
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}else{
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} else {
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shadowMap.setMagFilter(MagFilter.Nearest);
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shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
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}
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} else{
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} else {
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shadowMap.setShadowCompareMode(ShadowCompareMode.Off);
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shadowMap.setMagFilter(MagFilter.Nearest);
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shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
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@ -280,30 +295,40 @@ public class PssmShadowRenderer implements SceneProcessor {
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return viewPort != null;
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}
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/**
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* returns the light direction used by the processor
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* @return
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*/
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public Vector3f getDirection() {
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return direction;
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}
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/**
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* Sets the light direction to use to compute shadows
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* @param direction
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*/
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public void setDirection(Vector3f direction) {
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this.direction.set(direction).normalizeLocal();
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}
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@SuppressWarnings("fallthrough")
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@SuppressWarnings("fallthrough")
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public void postQueue(RenderQueue rq) {
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GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
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if (occluders.size() == 0)
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GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
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if (occluders.size() == 0) {
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return;
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}
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GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
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if (receivers.size() == 0)
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if (receivers.size() == 0) {
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return;
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}
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Camera viewCam = viewPort.getCamera();
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float zFar = zFarOverride;
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if (zFar == 0) {
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zFar=viewCam.getFrustumFar();
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// zFar = PssmShadowUtil.computeZFar(occluders, receivers, viewCam);
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zFar = viewCam.getFrustumFar();
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// zFar = PssmShadowUtil.computeZFar(occluders, receivers, viewCam);
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}
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// System.out.println("Zfar : "+zFar);
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ShadowUtil.updateFrustumPoints(viewCam, viewCam.getFrustumNear(), zFar, 1.0f, points);
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@ -322,7 +347,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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PssmShadowUtil.updateFrustumSplits(splitsArray, viewCam.getFrustumNear(), zFar, lambda);
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switch (splitsArray.length){
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switch (splitsArray.length) {
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case 5:
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splits.a = splitsArray[4];
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case 4:
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@ -345,25 +370,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
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//Updating shadow cam with curent split frustra
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// if(cropShadows){
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ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders);
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// }else{
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// ShadowUtil.updateShadowCamera(shadowCam, points);
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// }
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//displaying the current splitted frustrum and the associated cropped light frustrums in wireframe.
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//only for debuging purpose
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// if (debug) {
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// viewPort.attachScene(createFrustum(points, i));
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// Vector3f[] pts = new Vector3f[8];
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// for (int j = 0; j < pts.length; j++) {
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// pts[j] = new Vector3f();
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// }
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// ShadowUtil.updateFrustumPoints2(shadowCam, pts);
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// viewPort.attachScene(createFrustum(pts, i));
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// if (i == nbSplits-1) {
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// debug = false;
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// }
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// }
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ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders);
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//saving light view projection matrix for this split
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lightViewProjectionsMatrices[i] = shadowCam.getViewProjectionMatrix().clone();
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@ -373,9 +380,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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r.clearBuffers(false, true, false);
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// render shadow casters to shadow map
|
||||
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
|
||||
//viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, i == nbSplits - 1);
|
||||
|
||||
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
|
||||
}
|
||||
occluders.clear();
|
||||
//restore setting for future rendering
|
||||
@ -383,11 +388,11 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
renderManager.setForcedMaterial(null);
|
||||
renderManager.setForcedTechnique(null);
|
||||
renderManager.setCamera(viewCam, false);
|
||||
|
||||
|
||||
}
|
||||
|
||||
//debug only : displays depth shadow maps
|
||||
public void displayShadowMap(Renderer r) {
|
||||
private void displayShadowMap(Renderer r) {
|
||||
Camera cam = viewPort.getCamera();
|
||||
renderManager.setCamera(cam, true);
|
||||
int h = cam.getHeight();
|
||||
@ -421,8 +426,9 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
renderManager.setCamera(cam, false);
|
||||
|
||||
}
|
||||
if (debug)
|
||||
if (debug) {
|
||||
displayShadowMap(renderManager.getRenderer());
|
||||
}
|
||||
}
|
||||
|
||||
public void preFrame(float tpf) {
|
||||
@ -434,6 +440,11 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
public void reshape(ViewPort vp, int w, int h) {
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the labda parameter<br>
|
||||
* see {@link setLambda(float lambda)}
|
||||
* @return
|
||||
*/
|
||||
public float getLambda() {
|
||||
return lambda;
|
||||
}
|
||||
@ -450,6 +461,11 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
this.lambda = lambda;
|
||||
}
|
||||
|
||||
/**
|
||||
* How far the shadows are rendered in the view
|
||||
* see {@link setShadowZExtend(float zFar)}
|
||||
* @return
|
||||
*/
|
||||
public float getShadowZExtend() {
|
||||
return zFarOverride;
|
||||
}
|
||||
@ -463,6 +479,11 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
this.zFarOverride = zFar;
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the shdaow intensity<br>
|
||||
* see {@link setShadowIntensity(float shadowIntensity)}
|
||||
* @return
|
||||
*/
|
||||
public float getShadowIntensity() {
|
||||
return shadowIntensity;
|
||||
}
|
||||
@ -479,14 +500,22 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
postshadowMat.setFloat("ShadowIntensity", shadowIntensity);
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the edges thickness <br>
|
||||
* see {@link setEdgesThickness(int edgesThickness)}
|
||||
* @return
|
||||
*/
|
||||
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
|
||||
* @param edgesThickness
|
||||
*/
|
||||
public void setEdgesThickness(int edgesThickness) {
|
||||
this.edgesThickness = Math.max(1, Math.min(edgesThickness,10));
|
||||
this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10));
|
||||
this.edgesThickness *= 0.1f;
|
||||
postshadowMat.setFloat("PCFEdge", edgesThickness);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -29,7 +29,6 @@
|
||||
* 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;
|
||||
|
||||
import com.jme3.bounding.BoundingBox;
|
||||
@ -52,18 +51,6 @@ import static java.lang.Math.*;
|
||||
*/
|
||||
public final class PssmShadowUtil {
|
||||
|
||||
public static void main(String[] args){
|
||||
float[] splits = new float[5];
|
||||
float[] splitsShader = new float[3];
|
||||
updateFrustumSplits(splits, 1, 1000, 0.5f);
|
||||
System.arraycopy(splits, 1, splitsShader, 0, splitsShader.length);
|
||||
System.out.println(Arrays.toString(splitsShader));
|
||||
|
||||
for (int i = 0; i < splits.length-1; i++){
|
||||
System.out.println(splits[i] + " - " + splits[i+1]);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the frustum splits stores in <code>splits</code> using PSSM.
|
||||
*/
|
||||
@ -86,7 +73,7 @@ public final class PssmShadowUtil {
|
||||
*/
|
||||
public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) {
|
||||
Matrix4f mat = cam.getViewMatrix();
|
||||
BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
|
||||
BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
|
||||
BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat);
|
||||
|
||||
return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar());
|
||||
|
@ -29,7 +29,6 @@
|
||||
* 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;
|
||||
|
||||
import com.jme3.light.DirectionalLight;
|
||||
@ -38,14 +37,19 @@ import com.jme3.light.PointLight;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.Camera;
|
||||
|
||||
/**
|
||||
* Creates a camera according to a light
|
||||
* Handy to compute projection matrix of a light
|
||||
* @author Kirill Vainer
|
||||
*/
|
||||
public class ShadowCamera {
|
||||
|
||||
private Vector3f[] points = new Vector3f[8];
|
||||
private Light target;
|
||||
|
||||
public ShadowCamera(Light target){
|
||||
public ShadowCamera(Light target) {
|
||||
this.target = target;
|
||||
for (int i = 0; i < points.length; i++){
|
||||
for (int i = 0; i < points.length; i++) {
|
||||
points[i] = new Vector3f();
|
||||
}
|
||||
}
|
||||
@ -53,14 +57,14 @@ public class ShadowCamera {
|
||||
/**
|
||||
* Updates the camera view direction and position based on the light
|
||||
*/
|
||||
private void updateLightCamera(Camera lightCam){
|
||||
if (target.getType() == Light.Type.Directional){
|
||||
public void updateLightCamera(Camera lightCam) {
|
||||
if (target.getType() == Light.Type.Directional) {
|
||||
DirectionalLight dl = (DirectionalLight) target;
|
||||
lightCam.setParallelProjection(true);
|
||||
lightCam.setLocation(Vector3f.ZERO);
|
||||
lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y );
|
||||
lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
|
||||
lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
|
||||
}else{
|
||||
} else {
|
||||
PointLight pl = (PointLight) target;
|
||||
lightCam.setParallelProjection(false);
|
||||
lightCam.setLocation(pl.getPosition());
|
||||
@ -68,5 +72,4 @@ public class ShadowCamera {
|
||||
lightCam.setFrustumPerspective(45, 1, 1, 300);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -29,12 +29,10 @@
|
||||
* 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;
|
||||
|
||||
import com.jme3.bounding.BoundingBox;
|
||||
import com.jme3.bounding.BoundingVolume;
|
||||
import com.jme3.math.FastMath;
|
||||
import com.jme3.math.Matrix4f;
|
||||
import com.jme3.math.Transform;
|
||||
import com.jme3.math.Vector2f;
|
||||
@ -58,7 +56,12 @@ import static java.lang.Math.*;
|
||||
*/
|
||||
public class ShadowUtil {
|
||||
|
||||
public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points){
|
||||
/**
|
||||
* Updates a points arrays with the frustum corners of the provided camera.
|
||||
* @param viewCam
|
||||
* @param points
|
||||
*/
|
||||
public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) {
|
||||
int w = viewCam.getWidth();
|
||||
int h = viewCam.getHeight();
|
||||
float n = viewCam.getFrustumNear();
|
||||
@ -68,7 +71,7 @@ public class ShadowUtil {
|
||||
points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), n));
|
||||
points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), n));
|
||||
points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), n));
|
||||
|
||||
|
||||
points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), f));
|
||||
points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), f));
|
||||
points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), f));
|
||||
@ -87,10 +90,10 @@ public class ShadowUtil {
|
||||
* @param farOverride
|
||||
*/
|
||||
public static void updateFrustumPoints(Camera viewCam,
|
||||
float nearOverride,
|
||||
float farOverride,
|
||||
float scale,
|
||||
Vector3f[] points) {
|
||||
float nearOverride,
|
||||
float farOverride,
|
||||
float scale,
|
||||
Vector3f[] points) {
|
||||
|
||||
Vector3f pos = viewCam.getLocation();
|
||||
Vector3f dir = viewCam.getDirection();
|
||||
@ -160,6 +163,12 @@ public class ShadowUtil {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute bounds of a geomList
|
||||
* @param list
|
||||
* @param transform
|
||||
* @return
|
||||
*/
|
||||
public static BoundingBox computeUnionBound(GeometryList list, Transform transform) {
|
||||
BoundingBox bbox = new BoundingBox();
|
||||
for (int i = 0; i < list.size(); i++) {
|
||||
@ -173,6 +182,12 @@ public class ShadowUtil {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute bounds of a geomList
|
||||
* @param list
|
||||
* @param mat
|
||||
* @return
|
||||
*/
|
||||
public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) {
|
||||
BoundingBox bbox = new BoundingBox();
|
||||
BoundingVolume store = null;
|
||||
@ -187,6 +202,11 @@ public class ShadowUtil {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
/**
|
||||
* Computes the bounds of multiple bounding volumes
|
||||
* @param bv
|
||||
* @return
|
||||
*/
|
||||
public static BoundingBox computeUnionBound(List<BoundingVolume> bv) {
|
||||
BoundingBox bbox = new BoundingBox();
|
||||
for (int i = 0; i < bv.size(); i++) {
|
||||
@ -196,6 +216,12 @@ public class ShadowUtil {
|
||||
return bbox;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute bounds from an array of points
|
||||
* @param pts
|
||||
* @param transform
|
||||
* @return
|
||||
*/
|
||||
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) {
|
||||
Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
|
||||
Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
|
||||
@ -211,6 +237,12 @@ public class ShadowUtil {
|
||||
return new BoundingBox(center, extent.x, extent.y, extent.z);
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute bounds from an array of points
|
||||
* @param pts
|
||||
* @param mat
|
||||
* @return
|
||||
*/
|
||||
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) {
|
||||
Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
|
||||
Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
|
||||
@ -228,16 +260,10 @@ public class ShadowUtil {
|
||||
max.maxLocal(temp);
|
||||
}
|
||||
|
||||
// min.x = FastMath.clamp(min.x, -1f, 1f);
|
||||
// max.y = FastMath.clamp(max.y, -1f, 1f);
|
||||
// min.x = FastMath.clamp(min.x, -1f, 1f);
|
||||
// max.y = FastMath.clamp(max.y, -1f, 1f);
|
||||
|
||||
Vector3f center = min.add(max).multLocal(0.5f);
|
||||
Vector3f extent = max.subtract(min).multLocal(0.5f);
|
||||
//Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned
|
||||
return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z +2.5f);
|
||||
//return new BoundingBox(center, extent.x, extent.y, extent.z);
|
||||
return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z + 2.5f);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -248,7 +274,7 @@ public class ShadowUtil {
|
||||
* @param lightCam
|
||||
* @param points
|
||||
*/
|
||||
public static void updateShadowCamera(Camera shadowCam, Vector3f[] points){
|
||||
public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) {
|
||||
boolean ortho = shadowCam.isParallelProjection();
|
||||
shadowCam.setProjectionMatrix(null);
|
||||
|
||||
@ -265,7 +291,7 @@ public class ShadowUtil {
|
||||
|
||||
Vector3f splitMin = splitBB.getMin(null);
|
||||
Vector3f splitMax = splitBB.getMax(null);
|
||||
|
||||
|
||||
// splitMin.z = 0;
|
||||
|
||||
// Create the crop matrix.
|
||||
@ -280,9 +306,9 @@ public class ShadowUtil {
|
||||
offsetZ = -splitMin.z * scaleZ;
|
||||
|
||||
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
|
||||
0f, scaleY, 0f, offsetY,
|
||||
0f, 0f, scaleZ, offsetZ,
|
||||
0f, 0f, 0f, 1f);
|
||||
0f, scaleY, 0f, offsetY,
|
||||
0f, 0f, scaleZ, offsetZ,
|
||||
0f, 0f, 0f, 1f);
|
||||
|
||||
|
||||
Matrix4f result = new Matrix4f();
|
||||
@ -302,9 +328,9 @@ public class ShadowUtil {
|
||||
* @param points
|
||||
*/
|
||||
public static void updateShadowCamera(GeometryList occluders,
|
||||
GeometryList receivers,
|
||||
Camera shadowCam,
|
||||
Vector3f[] points){
|
||||
GeometryList receivers,
|
||||
Camera shadowCam,
|
||||
Vector3f[] points) {
|
||||
updateShadowCamera(occluders, receivers, shadowCam, points, null);
|
||||
}
|
||||
|
||||
@ -318,51 +344,48 @@ public class ShadowUtil {
|
||||
* @param points
|
||||
*/
|
||||
public static void updateShadowCamera(GeometryList occluders,
|
||||
GeometryList receivers,
|
||||
Camera shadowCam,
|
||||
Vector3f[] points,
|
||||
GeometryList splitOccluders){
|
||||
GeometryList receivers,
|
||||
Camera shadowCam,
|
||||
Vector3f[] points,
|
||||
GeometryList splitOccluders) {
|
||||
|
||||
boolean ortho = shadowCam.isParallelProjection();
|
||||
|
||||
shadowCam.setProjectionMatrix(null);
|
||||
|
||||
if (ortho){
|
||||
if (ortho) {
|
||||
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
|
||||
}else{
|
||||
} else {
|
||||
shadowCam.setFrustumPerspective(45, 1, 1, 150);
|
||||
}
|
||||
|
||||
// create transform to rotate points to viewspace
|
||||
//Transform t = new Transform(shadowCam.getRotation());
|
||||
// create transform to rotate points to viewspace
|
||||
Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
|
||||
|
||||
// BoundingBox casterBB = computeUnionBound(occluders, viewProjMatrix);
|
||||
// BoundingBox receiverBB = computeUnionBound(receivers, viewProjMatrix);
|
||||
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
|
||||
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
|
||||
|
||||
ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
|
||||
for (int i = 0; i < receivers.size(); i++){
|
||||
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, null);
|
||||
|
||||
if (splitBB.intersects(recvBox)){
|
||||
|
||||
if (splitBB.intersects(recvBox)) {
|
||||
visRecvList.add(recvBox);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ArrayList<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
|
||||
for (int i = 0; i < occluders.size(); i++){
|
||||
for (int i = 0; i < occluders.size(); i++) {
|
||||
// convert bounding box to light's viewproj space
|
||||
Geometry occluder = occluders.get(i);
|
||||
BoundingVolume bv = occluder.getWorldBound();
|
||||
BoundingVolume occBox = bv.transform(viewProjMatrix, null);
|
||||
|
||||
boolean intersects = splitBB.intersects(occBox);
|
||||
if (!intersects && occBox instanceof BoundingBox){
|
||||
BoundingBox occBB = (BoundingBox)occBox;
|
||||
if (!intersects && occBox instanceof BoundingBox) {
|
||||
BoundingBox occBB = (BoundingBox) occBox;
|
||||
//Kirill 01/10/2011
|
||||
// Extend the occluder further into the frustum
|
||||
// This fixes shadow dissapearing issues when
|
||||
@ -371,26 +394,26 @@ public class ShadowUtil {
|
||||
// The number is in world units
|
||||
occBB.setZExtent(occBB.getZExtent() + 50);
|
||||
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
||||
if (splitBB.intersects(occBB)){
|
||||
if (splitBB.intersects(occBB)) {
|
||||
// To prevent extending the depth range too much
|
||||
// We return the bound to its former shape
|
||||
// Before adding it
|
||||
occBB.setZExtent(occBB.getZExtent() - 50);
|
||||
occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
|
||||
visOccList.add(occBox);
|
||||
if(splitOccluders != null){
|
||||
if (splitOccluders != null) {
|
||||
splitOccluders.add(occluder);
|
||||
}
|
||||
}
|
||||
}else if (intersects){
|
||||
} else if (intersects) {
|
||||
visOccList.add(occBox);
|
||||
if(splitOccluders != null){
|
||||
if (splitOccluders != null) {
|
||||
splitOccluders.add(occluder);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BoundingBox casterBB = computeUnionBound(visOccList);
|
||||
BoundingBox casterBB = computeUnionBound(visOccList);
|
||||
BoundingBox receiverBB = computeUnionBound(visRecvList);
|
||||
|
||||
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
|
||||
@ -409,16 +432,12 @@ public class ShadowUtil {
|
||||
Vector3f splitMin = splitBB.getMin(null);
|
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Vector3f splitMax = splitBB.getMax(null);
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// actualMin.x = FastMath.clamp(actualMin.x, -1, 1);
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// actualMin.y = FastMath.clamp(actualMin.y, -1, 1);
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// actualMax.x = FastMath.clamp(actualMax.x, -1, 1);
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// actualMax.y = FastMath.clamp(actualMax.y, -1, 1);
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// float far = actualMin.z + actualMax.z * 4 + 1.0f + 1.5f;
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splitMin.z = 0;
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if (!ortho)
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if (!ortho) {
|
||||
shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
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||||
|
||||
}
|
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|
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Matrix4f projMatrix = shadowCam.getProjectionMatrix();
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||||
|
||||
Vector3f cropMin = new Vector3f();
|
||||
@ -434,11 +453,6 @@ public class ShadowUtil {
|
||||
cropMin.z = min(casterMin.z, splitMin.z);
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cropMax.z = min(receiverMax.z, splitMax.z);
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||||
|
||||
// cropMin.set(splitMin);
|
||||
// cropMax.set(splitMax);
|
||||
|
||||
// cropMin.z = Math.min(cropMin.z, cropMax.z - cropMin.z - 1000);
|
||||
// cropMin.z = Math.max(10f, cropMin.z);
|
||||
|
||||
// Create the crop matrix.
|
||||
float scaleX, scaleY, scaleZ;
|
||||
@ -446,48 +460,26 @@ public class ShadowUtil {
|
||||
|
||||
scaleX = (2.0f) / (cropMax.x - cropMin.x);
|
||||
scaleY = (2.0f) / (cropMax.y - cropMin.y);
|
||||
|
||||
|
||||
offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
|
||||
offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
|
||||
|
||||
scaleZ = 1.0f / (cropMax.z - cropMin.z);
|
||||
offsetZ = -cropMin.z * scaleZ;
|
||||
|
||||
// scaleZ = 2.0f / (cropMax.z - cropMin.z);
|
||||
// offsetZ = -0.5f * (cropMax.z + cropMin.z) * scaleZ;
|
||||
|
||||
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
|
||||
0f, scaleY, 0f, offsetY,
|
||||
0f, 0f, scaleZ, offsetZ,
|
||||
0f, 0f, 0f, 1f);
|
||||
|
||||
// cropMatrix.transposeLocal();
|
||||
// Matrix4f cropMatrix = new Matrix4f();
|
||||
// cropMatrix.setScale(new Vector3f(scaleX, scaleY, 1f));
|
||||
// cropMatrix.setTranslation(offsetX, offsetY, 0);
|
||||
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
|
||||
0f, scaleY, 0f, offsetY,
|
||||
0f, 0f, scaleZ, offsetZ,
|
||||
0f, 0f, 0f, 1f);
|
||||
|
||||
|
||||
Matrix4f result = new Matrix4f();
|
||||
result.set(cropMatrix);
|
||||
result.multLocal(projMatrix);
|
||||
// result.set(projMatrix);
|
||||
// result.multLocal(cropMatrix);
|
||||
|
||||
shadowCam.setProjectionMatrix(result);
|
||||
|
||||
// shadowCam.setFrustum(cropMin.z, cropMax.z, // near, far
|
||||
// cropMin.x, cropMax.x, // left, right
|
||||
// cropMax.y, cropMin.y); // top, bottom
|
||||
|
||||
// compute size and center of final frustum
|
||||
//float sizeX = (max.x - min.x) / 2f;
|
||||
//float sizeY = (max.y - min.y) / 2f;
|
||||
//float offsetX = (max.x + min.x) / -2f;
|
||||
//float offsetY = (max.y + min.y) / -2f;
|
||||
|
||||
// compute center for frustum
|
||||
//temp.set(offsetX, offsetY, 0);
|
||||
//invRot.mult(temp, temp);
|
||||
|
||||
//shadowCam.setLocation(temp);
|
||||
//shadowCam.setFrustum(min.z, max.z, -sizeX, sizeX, sizeY, -sizeY);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user