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@ -44,6 +44,7 @@ import com.jme3.export.Savable; |
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import com.jme3.material.Material; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.math.Matrix4f; |
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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.post.SceneProcessor; |
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import com.jme3.renderer.Camera; |
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@ -109,12 +110,18 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable |
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protected GeometryList shadowMapOccluders = new GeometryList(new OpaqueComparator()); |
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private String[] shadowMapStringCache; |
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private String[] lightViewStringCache; |
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/** |
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* fade shadows at distance |
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*/ |
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protected float zFarOverride = 0; |
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protected Vector2f fadeInfo; |
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protected float fadeLength; |
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protected Camera frustumCam; |
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/** |
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* true to skip the post pass when there are no shadow casters |
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*/ |
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protected boolean skipPostPass; |
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/** |
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* used for serialization |
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*/ |
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@ -319,8 +326,16 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable |
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} else { |
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postTechniqueName = "PostShadow"; |
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} |
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if(zFarOverride>0 && frustumCam == null){ |
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initFrustumCam(); |
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} |
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} |
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/** |
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* delegates the initialization of the frustum cam to child renderers |
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*/ |
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protected abstract void initFrustumCam(); |
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/** |
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* Test whether this shadow renderer has been initialized. |
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* |
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@ -373,7 +388,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable |
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GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast); |
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sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive); |
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skipPostPass = false; |
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if (sceneReceivers.size() == 0 || occluders.size() == 0) { |
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if (sceneReceivers.size() == 0 || occluders.size() == 0 || !checkCulling(viewPort.getCamera())) { |
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skipPostPass = true; |
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return; |
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} |
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@ -512,6 +527,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable |
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for (int j = 1; j < nbShadowMaps; j++) { |
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mat.clearParam(shadowMapStringCache[j]); |
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} |
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mat.clearParam("FadeInfo"); |
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clearMaterialParameters(mat); |
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} |
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//No need to clear the postShadowMat params as the instance is locale to each renderer
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@ -559,7 +575,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable |
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mat.setInt("FilterMode", edgeFilteringMode.getMaterialParamValue()); |
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mat.setFloat("PCFEdge", edgesThickness); |
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mat.setFloat("ShadowIntensity", shadowIntensity); |
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if (fadeInfo != null) { |
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mat.setVector2("FadeInfo", fadeInfo); |
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} |
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setMaterialParameters(mat); |
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} |
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@ -580,7 +598,84 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable |
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postshadowMat.setMatrix4(lightViewStringCache[j], lightViewProjectionsMatrices[j]); |
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postshadowMat.setTexture(shadowMapStringCache[j], shadowMaps[j]); |
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} |
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if (fadeInfo != null) { |
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postshadowMat.setVector2("FadeInfo", fadeInfo); |
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} |
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} |
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/** |
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* How far the shadows are rendered in the view |
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* |
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* @see #setShadowZExtend(float zFar) |
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* @return shadowZExtend |
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*/ |
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public float getShadowZExtend() { |
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return zFarOverride; |
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} |
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/** |
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* Set the distance from the eye where the shadows will be rendered default |
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* value is dynamicaly computed to the shadow casters/receivers union bound |
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* zFar, capped to view frustum far value. |
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* |
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* @param zFar the zFar values that override the computed one |
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*/ |
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public void setShadowZExtend(float zFar) { |
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this.zFarOverride = zFar; |
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if(zFarOverride == 0){ |
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fadeInfo = null; |
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frustumCam = null; |
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}else{ |
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if (fadeInfo != null) { |
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fadeInfo.set(zFarOverride - fadeLength, 1f / fadeLength); |
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} |
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if(frustumCam == null && viewPort != null){ |
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initFrustumCam(); |
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} |
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} |
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} |
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/** |
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* Define the length over which the shadow will fade out when using a |
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* shadowZextend This is useful to make dynamic shadows fade into baked |
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* shadows in the distance. |
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* |
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* @param length the fade length in world units |
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*/ |
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public void setShadowZFadeLength(float length) { |
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if (length == 0) { |
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fadeInfo = null; |
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fadeLength = 0; |
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postshadowMat.clearParam("FadeInfo"); |
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} else { |
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if (zFarOverride == 0) { |
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fadeInfo = new Vector2f(0, 0); |
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} else { |
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fadeInfo = new Vector2f(zFarOverride - length, 1.0f / length); |
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} |
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fadeLength = length; |
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postshadowMat.setVector2("FadeInfo", fadeInfo); |
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} |
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} |
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/** |
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* get the length over which the shadow will fade out when using a |
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* shadowZextend |
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* |
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* @return the fade length in world units |
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*/ |
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public float getShadowZFadeLength() { |
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if (fadeInfo != null) { |
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return zFarOverride - fadeInfo.x; |
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} |
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return 0f; |
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} |
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/** |
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* returns true if the light source bounding box is in the view frustum |
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* @return |
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*/ |
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protected abstract boolean checkCulling(Camera viewCam); |
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public void preFrame(float tpf) { |
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} |
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