RenderShadow relict code clean up, no more static ShadowUtils.rootScene
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b1f040d8e0
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4569154d9f
@ -586,30 +586,6 @@ public class RenderManager {
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}
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}
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/**
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* If a spatial is not inside the eye frustum, it
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* is still rendered in the shadow frustum (shadow casting queue)
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* through this recursive method.
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*/
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@Deprecated
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private void renderShadow(Spatial s, RenderQueue rq) {
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if (s instanceof Node) {
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Node n = (Node) s;
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List<Spatial> children = n.getChildren();
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for (int i = 0; i < children.size(); i++) {
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renderShadow(children.get(i), rq);
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}
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} else if (s instanceof Geometry) {
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Geometry gm = (Geometry) s;
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RenderQueue.ShadowMode shadowMode = s.getShadowMode();
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if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive && !gm.isGrouped()) {
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//forcing adding to shadow cast mode, culled objects doesn't have to be in the receiver queue
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rq.addToShadowQueue(gm, RenderQueue.ShadowMode.Cast);
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}
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}
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}
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/**
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* Preloads a scene for rendering.
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* <p>
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@ -50,8 +50,7 @@ public class RenderQueue {
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private GeometryList transparentList;
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private GeometryList translucentList;
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private GeometryList skyList;
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@Deprecated private GeometryList shadowRecv;
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@Deprecated private GeometryList shadowCast;
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private GeometryList shadowRecv;
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private Spatial rootScene = null;
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/**
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@ -65,7 +64,6 @@ public class RenderQueue {
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this.translucentList = new GeometryList(new TransparentComparator());
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this.skyList = new GeometryList(new NullComparator());
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this.shadowRecv = new GeometryList(new OpaqueComparator());
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this.shadowCast = new GeometryList(new OpaqueComparator());
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}
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/**
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@ -230,33 +228,6 @@ public class RenderQueue {
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}
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}
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/**
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* Adds a geometry to a shadow bucket.
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* Note that this operation is done automatically by the
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* {@link RenderManager}. {@link SceneProcessor}s that handle
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* shadow rendering should fetch the queue by using
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* {@link #getShadowQueueContent(com.jme3.renderer.queue.RenderQueue.ShadowMode) },
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* by default no action is taken on the shadow queues.
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*
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* @param g The geometry to add
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* @param shadBucket The shadow bucket type, if it is
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* {@link ShadowMode#CastAndReceive}, it is added to both the cast
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* and the receive buckets.
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*/
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@Deprecated
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public void addToShadowQueue(Geometry g, ShadowMode shadBucket) {
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switch (shadBucket) {
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case Inherit:
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case Off:
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case Cast:
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case Receive:
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case CastAndReceive:
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break;
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default:
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throw new UnsupportedOperationException("Unrecognized shadow bucket type: " + shadBucket);
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}
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}
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/**
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* Adds a geometry to the given bucket.
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* The {@link RenderManager} automatically handles this task
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@ -292,14 +263,11 @@ public class RenderQueue {
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/**
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*
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* @param shadBucket The shadow mode to retrieve the {@link GeometryList
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* queue content} for. Only {@link ShadowMode#Cast Cast} and
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* {@link ShadowMode#Receive Receive} are valid.
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* queue content} for. Only {@link ShadowMode#Receive Receive} is valid.
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* @return The cast or receive {@link GeometryList}
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*/
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public GeometryList getShadowQueueContent(ShadowMode shadBucket) {
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switch (shadBucket) {
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case Cast:
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return shadowCast;
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case Receive:
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return shadowRecv;
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default:
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@ -325,20 +293,6 @@ public class RenderQueue {
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renderGeometryList(list, rm, cam, clear);
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}
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@Deprecated
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public void renderShadowQueue(ShadowMode shadBucket, RenderManager rm, Camera cam, boolean clear) {
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switch (shadBucket) {
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case Cast:
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renderGeometryList(shadowCast, rm, cam, clear);
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break;
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case Receive:
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renderGeometryList(shadowRecv, rm, cam, clear);
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break;
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default:
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throw new IllegalArgumentException("Unexpected shadow bucket: " + shadBucket);
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}
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}
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public boolean isQueueEmpty(Bucket bucket) {
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switch (bucket) {
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case Gui:
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@ -397,7 +351,6 @@ public class RenderQueue {
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transparentList.clear();
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translucentList.clear();
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skyList.clear();
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shadowCast.clear();
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shadowRecv.clear();
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}
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}
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@ -363,7 +363,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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* @param shadowMapOcculders
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* @return
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*/
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protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders);
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protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders);
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/**
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* return the shadow camera to use for rendering the shadow map according
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@ -385,7 +385,6 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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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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sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive);
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lightReceivers.clear();
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skipPostPass = false;
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@ -405,14 +404,12 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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if (debugfrustums) {
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doDisplayFrustumDebug(shadowMapIndex);
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}
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renderShadowMap(shadowMapIndex, occluders, sceneReceivers);
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renderShadowMap(shadowMapIndex);
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}
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debugfrustums = false;
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if (flushQueues) {
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occluders.clear();
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}
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//restore setting for future rendering
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r.setFrameBuffer(viewPort.getOutputFrameBuffer());
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renderManager.setForcedMaterial(null);
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@ -421,8 +418,8 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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protected void renderShadowMap(int shadowMapIndex, GeometryList occluders, GeometryList receivers) {
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shadowMapOccluders = getOccludersToRender(shadowMapIndex, occluders, receivers, shadowMapOccluders);
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protected void renderShadowMap(int shadowMapIndex) {
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shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders);
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Camera shadowCam = getShadowCam(shadowMapIndex);
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//saving light view projection matrix for this split
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@ -174,9 +174,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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shadowCam.updateViewProjection();
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// render shadow casters to shadow map
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ShadowUtil.rootScene = rq.getRootScene();
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ShadowUtil.updateShadowCamera(null, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
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ShadowUtil.rootScene = null;
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ShadowUtil.updateShadowCamera(rq.getRootScene(), lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
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if (shadowOccluders.size() == 0) {
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noOccluders = true;
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return;
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@ -209,7 +207,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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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(lightReceivers, renderManager, shadowCam, true);
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viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true);
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renderManager.setForcedMaterial(null);
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}
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}
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@ -42,7 +42,6 @@ import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Node;
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@ -175,7 +174,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
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}
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@Override
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
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// update frustum points based on current camera and split
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ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points);
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@ -184,7 +183,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
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if (sceneReceivers.size()==0) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
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}
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ShadowUtil.updateShadowCameraFromRoot(viewPort.getQueue().getRootScene(), sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
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ShadowUtil.updateShadowCamera(viewPort.getQueue().getRootScene(), sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
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return shadowMapOccluders;
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}
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@ -40,9 +40,7 @@ import com.jme3.light.PointLight;
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import com.jme3.material.Material;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.OpaqueComparator;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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@ -132,7 +130,7 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
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}
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@Override
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
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return shadowMapOccluders;
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}
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@ -431,9 +431,7 @@ 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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ShadowUtil.rootScene = rq.getRootScene();
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ShadowUtil.updateShadowCamera(null, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
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ShadowUtil.rootScene = null;
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ShadowUtil.updateShadowCamera(rq.getRootScene(), lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
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//saving light view projection matrix for this split
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lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
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@ -39,7 +39,6 @@ import com.jme3.math.Transform;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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@ -331,23 +330,6 @@ public class ShadowUtil {
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shadowCam.setProjectionMatrix(result);
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}
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/**
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* Updates the shadow camera to properly contain the given points (which
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* contain the eye camera frustum corners) and the shadow occluder objects.
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*
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* @param occluders
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* @param receivers
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* @param shadowCam
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* @param points
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*/
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public static void updateShadowCamera(GeometryList occluders,
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GeometryList receivers,
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Camera shadowCam,
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Vector3f[] points,
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float shadowMapSize) {
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updateShadowCamera(occluders, receivers, shadowCam, points, null, shadowMapSize);
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}
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/**
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* OccludersExtractor is a helper class to collect splitOccluders from scene recursively.
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* It utilizes the scene hierarchy, instead of making the huge flat geometries list first.
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@ -355,10 +337,9 @@ public class ShadowUtil {
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* all of them one by one against camera frustum the whole Node is checked first
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* to hopefully avoid the check on its children.
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*/
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static public Spatial rootScene = null; // static global used for OccludersExtractor in order not to change public ShadoUtil.updateShadowCamera interface
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public static class OccludersExtractor
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{
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// global variables set in order not to have recursive addOccluders method with too many parameters
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// global variables set in order not to have recursive process method with too many parameters
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Matrix4f viewProjMatrix;
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public Integer casterCount;
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BoundingBox splitBB, casterBB;
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@ -380,15 +361,14 @@ public class ShadowUtil {
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/**
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* Check the rootScene against camera frustum and if intersects process it recursively.
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* The global OccludersExtractor variables need to be initialized first.
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* The {@link OccludersExtractor#rootScene} need to be set before the call to {@link ShadowUtil#updateShadowCamera}
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* Variables are updated and used in {@link ShadowUtil#updateShadowCamera} at last.
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*/
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public int addOccluders() {
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if ( rootScene != null ) addOccluders(rootScene);
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public int addOccluders(Spatial scene) {
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if ( scene != null ) process(scene);
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return casterCount;
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}
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private void addOccluders(Spatial scene) {
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private void process(Spatial scene) {
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if (scene.getCullHint() == Spatial.CullHint.Always) return;
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RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
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@ -460,7 +440,7 @@ public class ShadowUtil {
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if ( intersects ) {
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for (Spatial child : ((Node)scene).getChildren()) {
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addOccluders(child);
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process(child);
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}
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}
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}
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@ -469,13 +449,10 @@ public class ShadowUtil {
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/**
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* Updates the shadow camera to properly contain the given points (which
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* contain the eye camera frustum corners) and the shadow occluder objects.
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*
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* @param occluders
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* @param shadowCam
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* @param points
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* contain the eye camera frustum corners) and the shadow occluder objects
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* collected through the traverse of the scene hierarchy
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*/
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public static void updateShadowCamera(GeometryList occluders,
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public static void updateShadowCamera(Spatial rootScene,
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GeometryList receivers,
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Camera shadowCam,
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Vector3f[] points,
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@ -519,8 +496,8 @@ public class ShadowUtil {
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// collect splitOccluders through scene recursive traverse
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OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
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casterCount = occExt.addOccluders(); // the rootScene inside
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casterCount = occExt.addOccluders(rootScene);
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//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
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if (casterCount != receiverCount) {
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casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
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@ -608,24 +585,6 @@ public class ShadowUtil {
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vars.release();
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shadowCam.setProjectionMatrix(result);
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}
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/**
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* Updates the shadow camera to properly contain the given points (which
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* contain the eye camera frustum corners) and the shadow occluder objects.
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*
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* Render Shadow optimization to traverse the scene hierarchy instead of using the whole, but flattened, scene
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*/
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public static void updateShadowCameraFromRoot(Spatial rootScene,
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GeometryList receivers,
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Camera shadowCam,
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Vector3f[] points,
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GeometryList splitOccluders,
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float shadowMapSize) {
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ShadowUtil.rootScene = rootScene;
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ShadowUtil.updateShadowCamera(null, receivers, shadowCam, points, splitOccluders, shadowMapSize);
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ShadowUtil.rootScene = null;
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}
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/**
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@ -654,9 +613,10 @@ public class ShadowUtil {
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}
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/**
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* Populates the outputGeometryList with the geometries of the children
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* of OccludersExtractor.rootScene node that are in the frustum of the given camera
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* Populates the outputGeometryList with the rootScene children geometries
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* that are in the frustum of the given camera
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*
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* @param rootScene the rootNode of the scene to traverse
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* @param camera the camera to check geometries against
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* @param outputGeometryList the list of all geometries that are in the
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* camera frustum
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@ -42,7 +42,6 @@ import com.jme3.math.FastMath;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Node;
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@ -143,7 +142,7 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
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}
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@Override
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
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return shadowMapOccluders;
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}
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