Merge pull request #211 from Bebul/optimizeRenderShadow
Optimize RenderShadow to use scene hierarchy for culling
This commit is contained in:
commit
6fdf0dffd3
@ -586,29 +586,6 @@ public class RenderManager {
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}
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}
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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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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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/**
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* Preloads a scene for rendering.
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* Preloads a scene for rendering.
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* <p>
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* <p>
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@ -690,10 +667,6 @@ public class RenderManager {
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// check culling first.
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// check culling first.
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if (!scene.checkCulling(vp.getCamera())) {
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if (!scene.checkCulling(vp.getCamera())) {
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// move on to shadow-only render
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if ((scene.getShadowMode() != RenderQueue.ShadowMode.Off || scene instanceof Node) && scene.getCullHint() != Spatial.CullHint.Always) {
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renderShadow(scene, vp.getQueue());
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}
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return;
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return;
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}
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}
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@ -717,12 +690,6 @@ public class RenderManager {
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}
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}
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vp.getQueue().addToQueue(gm, scene.getQueueBucket());
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vp.getQueue().addToQueue(gm, scene.getQueueBucket());
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// add to shadow queue if needed
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RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
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if (shadowMode != RenderQueue.ShadowMode.Off) {
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vp.getQueue().addToShadowQueue(gm, shadowMode);
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}
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}
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}
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}
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}
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@ -51,7 +51,6 @@ public class RenderQueue {
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private GeometryList translucentList;
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private GeometryList translucentList;
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private GeometryList skyList;
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private GeometryList skyList;
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private GeometryList shadowRecv;
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private GeometryList shadowRecv;
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private GeometryList shadowCast;
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/**
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/**
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* Creates a new RenderQueue, the default {@link GeometryComparator comparators}
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* Creates a new RenderQueue, the default {@link GeometryComparator comparators}
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@ -64,7 +63,6 @@ public class RenderQueue {
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this.translucentList = new GeometryList(new TransparentComparator());
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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.skyList = new GeometryList(new NullComparator());
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this.shadowRecv = new GeometryList(new OpaqueComparator());
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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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/**
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/**
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@ -229,40 +227,6 @@ public class RenderQueue {
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}
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}
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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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public void addToShadowQueue(Geometry g, ShadowMode shadBucket) {
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switch (shadBucket) {
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case Inherit:
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break;
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case Off:
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break;
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case Cast:
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shadowCast.add(g);
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break;
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case Receive:
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shadowRecv.add(g);
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break;
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case CastAndReceive:
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shadowCast.add(g);
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shadowRecv.add(g);
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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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/**
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* Adds a geometry to the given bucket.
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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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* The {@link RenderManager} automatically handles this task
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@ -298,14 +262,11 @@ public class RenderQueue {
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/**
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/**
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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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* @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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* queue content} for. Only {@link ShadowMode#Receive Receive} is valid.
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* {@link ShadowMode#Receive Receive} are valid.
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* @return The cast or receive {@link GeometryList}
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* @return The cast or receive {@link GeometryList}
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*/
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*/
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public GeometryList getShadowQueueContent(ShadowMode shadBucket) {
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public GeometryList getShadowQueueContent(ShadowMode shadBucket) {
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switch (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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case Receive:
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return shadowRecv;
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return shadowRecv;
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default:
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default:
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@ -331,19 +292,6 @@ public class RenderQueue {
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renderGeometryList(list, rm, cam, clear);
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renderGeometryList(list, rm, cam, clear);
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}
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}
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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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public boolean isQueueEmpty(Bucket bucket) {
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switch (bucket) {
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switch (bucket) {
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case Gui:
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case Gui:
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@ -394,7 +342,6 @@ public class RenderQueue {
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transparentList.clear();
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transparentList.clear();
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translucentList.clear();
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translucentList.clear();
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skyList.clear();
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skyList.clear();
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shadowCast.clear();
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shadowRecv.clear();
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shadowRecv.clear();
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}
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}
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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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* @param shadowMapOcculders
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* @return
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* @return
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*/
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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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/**
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* return the shadow camera to use for rendering the shadow map according
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* return the shadow camera to use for rendering the shadow map according
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@ -385,10 +385,10 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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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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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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sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive);
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lightReceivers.clear();
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skipPostPass = false;
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skipPostPass = false;
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if (sceneReceivers.size() == 0 || occluders.size() == 0 || !checkCulling(viewPort.getCamera())) {
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if ( !checkCulling(viewPort.getCamera()) ) {
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skipPostPass = true;
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skipPostPass = true;
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return;
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return;
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}
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}
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@ -404,14 +404,12 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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if (debugfrustums) {
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if (debugfrustums) {
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doDisplayFrustumDebug(shadowMapIndex);
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doDisplayFrustumDebug(shadowMapIndex);
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}
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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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}
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debugfrustums = false;
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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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//restore setting for future rendering
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r.setFrameBuffer(viewPort.getOutputFrameBuffer());
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r.setFrameBuffer(viewPort.getOutputFrameBuffer());
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renderManager.setForcedMaterial(null);
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renderManager.setForcedMaterial(null);
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@ -420,8 +418,8 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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protected void renderShadowMap(int shadowMapIndex, GeometryList occluders, GeometryList receivers) {
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protected void renderShadowMap(int shadowMapIndex) {
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shadowMapOccluders = getOccludersToRender(shadowMapIndex, occluders, receivers, shadowMapOccluders);
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shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders);
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Camera shadowCam = getShadowCam(shadowMapIndex);
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Camera shadowCam = getShadowCam(shadowMapIndex);
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//saving light view projection matrix for this split
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//saving light view projection matrix for this split
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@ -478,7 +476,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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if (lightReceivers.size() != 0) {
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if (lightReceivers.size() != 0) {
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//setting params to recieving geometry list
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//setting params to recieving geometry list
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setMatParams();
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setMatParams(lightReceivers);
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Camera cam = viewPort.getCamera();
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Camera cam = viewPort.getCamera();
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//some materials in the scene does not have a post shadow technique so we're using the fall back material
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//some materials in the scene does not have a post shadow technique so we're using the fall back material
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@ -491,9 +489,6 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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//rendering the post shadow pass
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//rendering the post shadow pass
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viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
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viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
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if (flushQueues) {
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sceneReceivers.clear();
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}
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//resetting renderManager settings
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//resetting renderManager settings
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renderManager.setForcedTechnique(null);
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renderManager.setForcedTechnique(null);
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@ -504,6 +499,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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clearMatParams();
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clearMatParams();
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}
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}
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if (flushQueues) {
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sceneReceivers.clear();
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}
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}
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}
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/**
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/**
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@ -541,10 +539,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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*/
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*/
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protected abstract void setMaterialParameters(Material material);
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protected abstract void setMaterialParameters(Material material);
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private void setMatParams() {
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private void setMatParams(GeometryList l) {
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GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);
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//iteration throught all the geometries of the list to gather the materials
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//iteration throught all the geometries of the list to gather the materials
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matCache.clear();
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matCache.clear();
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@ -40,8 +40,10 @@ import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.queue.GeometryList;
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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.renderer.queue.RenderQueue;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Spatial;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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import com.jme3.texture.Texture2D;
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@ -71,6 +73,9 @@ public class BasicShadowRenderer implements SceneProcessor {
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protected Texture2D dummyTex;
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protected Texture2D dummyTex;
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private float shadowMapSize;
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private float shadowMapSize;
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protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
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protected GeometryList shadowOccluders = new GeometryList(new OpaqueComparator());
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/**
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/**
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* Creates a BasicShadowRenderer
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* Creates a BasicShadowRenderer
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* @param manager the asset manager
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* @param manager the asset manager
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@ -142,16 +147,10 @@ public class BasicShadowRenderer implements SceneProcessor {
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}
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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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for (Spatial scene : viewPort.getScenes()) {
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if (occluders.size() == 0) {
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ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
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noOccluders = true;
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return;
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} else {
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noOccluders = false;
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}
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}
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GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
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// update frustum points based on current camera
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// update frustum points based on current camera
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Camera viewCam = viewPort.getCamera();
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Camera viewCam = viewPort.getCamera();
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ShadowUtil.updateFrustumPoints(viewCam,
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ShadowUtil.updateFrustumPoints(viewCam,
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@ -178,7 +177,13 @@ public class BasicShadowRenderer implements SceneProcessor {
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shadowCam.updateViewProjection();
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shadowCam.updateViewProjection();
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// render shadow casters to shadow map
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// render shadow casters to shadow map
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ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, shadowMapSize);
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ShadowUtil.updateShadowCamera(viewPort, 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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} else {
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noOccluders = false;
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}
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Renderer r = renderManager.getRenderer();
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Renderer r = renderManager.getRenderer();
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renderManager.setCamera(shadowCam, false);
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renderManager.setCamera(shadowCam, false);
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@ -186,7 +191,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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r.setFrameBuffer(shadowFB);
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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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viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true);
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r.setFrameBuffer(viewPort.getOutputFrameBuffer());
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r.setFrameBuffer(viewPort.getOutputFrameBuffer());
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renderManager.setForcedMaterial(null);
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renderManager.setForcedMaterial(null);
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@ -205,7 +210,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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if (!noOccluders) {
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if (!noOccluders) {
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postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
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postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
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renderManager.setForcedMaterial(postshadowMat);
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renderManager.setForcedMaterial(postshadowMat);
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viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
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viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true);
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renderManager.setForcedMaterial(null);
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renderManager.setForcedMaterial(null);
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}
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}
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}
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}
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@ -43,7 +43,9 @@ import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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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.Camera;
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import com.jme3.renderer.queue.GeometryList;
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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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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import java.io.IOException;
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import java.io.IOException;
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|
|
||||||
/**
|
/**
|
||||||
@ -173,19 +175,30 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
|
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
|
||||||
|
|
||||||
// update frustum points based on current camera and split
|
// update frustum points based on current camera and split
|
||||||
ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points);
|
ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points);
|
||||||
|
|
||||||
//Updating shadow cam with curent split frustra
|
//Updating shadow cam with curent split frustra
|
||||||
ShadowUtil.updateShadowCamera(sceneOccluders, sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
|
if (sceneReceivers.size()==0) {
|
||||||
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
|
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ShadowUtil.updateShadowCamera(viewPort, sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
|
||||||
|
|
||||||
return shadowMapOccluders;
|
return shadowMapOccluders;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
||||||
|
if (sceneReceivers.size()==0) {
|
||||||
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
|
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
lightReceivers = sceneReceivers;
|
||||||
return sceneReceivers;
|
return sceneReceivers;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -41,8 +41,10 @@ import com.jme3.material.Material;
|
|||||||
import com.jme3.math.Vector3f;
|
import com.jme3.math.Vector3f;
|
||||||
import com.jme3.renderer.Camera;
|
import com.jme3.renderer.Camera;
|
||||||
import com.jme3.renderer.queue.GeometryList;
|
import com.jme3.renderer.queue.GeometryList;
|
||||||
|
import com.jme3.renderer.queue.RenderQueue;
|
||||||
import com.jme3.scene.Geometry;
|
import com.jme3.scene.Geometry;
|
||||||
import com.jme3.scene.Node;
|
import com.jme3.scene.Node;
|
||||||
|
import com.jme3.scene.Spatial;
|
||||||
import com.jme3.util.TempVars;
|
import com.jme3.util.TempVars;
|
||||||
import java.io.IOException;
|
import java.io.IOException;
|
||||||
|
|
||||||
@ -129,15 +131,19 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
|
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
|
||||||
ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCams[shadowMapIndex], shadowMapOccluders);
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
|
ShadowUtil.getGeometriesInCamFrustum(scene, shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
|
||||||
|
}
|
||||||
return shadowMapOccluders;
|
return shadowMapOccluders;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
||||||
lightReceivers.clear();
|
lightReceivers.clear();
|
||||||
ShadowUtil.getGeometriesInLightRadius(sceneReceivers, shadowCams, lightReceivers);
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
|
ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), shadowCams, RenderQueue.ShadowMode.Receive, lightReceivers);
|
||||||
|
}
|
||||||
return lightReceivers;
|
return lightReceivers;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -224,6 +230,5 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
|
|||||||
boolean intersects = light.intersectsFrustum(cam,vars);
|
boolean intersects = light.intersectsFrustum(cam,vars);
|
||||||
vars.release();
|
vars.release();
|
||||||
return intersects;
|
return intersects;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -175,6 +175,8 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
protected float fadeLength;
|
protected float fadeLength;
|
||||||
protected boolean applyFadeInfo = false;
|
protected boolean applyFadeInfo = false;
|
||||||
|
|
||||||
|
protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Create a PSSM Shadow Renderer More info on the technique at <a
|
* Create a PSSM Shadow Renderer More info on the technique at <a
|
||||||
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
|
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
|
||||||
@ -385,14 +387,8 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
|
|
||||||
@SuppressWarnings("fallthrough")
|
@SuppressWarnings("fallthrough")
|
||||||
public void postQueue(RenderQueue rq) {
|
public void postQueue(RenderQueue rq) {
|
||||||
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
if (occluders.size() == 0) {
|
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
|
|
||||||
if (receivers.size() == 0) {
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Camera viewCam = viewPort.getCamera();
|
Camera viewCam = viewPort.getCamera();
|
||||||
@ -437,7 +433,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
|
ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
|
||||||
|
|
||||||
//Updating shadow cam with curent split frustra
|
//Updating shadow cam with curent split frustra
|
||||||
ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders, shadowMapSize);
|
ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
|
||||||
|
|
||||||
//saving light view projection matrix for this split
|
//saving light view projection matrix for this split
|
||||||
lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
|
lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
|
||||||
@ -460,9 +456,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
|
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
|
||||||
}
|
}
|
||||||
debugfrustums = false;
|
debugfrustums = false;
|
||||||
if (flushQueues) {
|
|
||||||
occluders.clear();
|
|
||||||
}
|
|
||||||
//restore setting for future rendering
|
//restore setting for future rendering
|
||||||
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
|
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
|
||||||
renderManager.setForcedMaterial(null);
|
renderManager.setForcedMaterial(null);
|
||||||
@ -518,7 +512,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
renderManager.setForcedTechnique(postTechniqueName);
|
renderManager.setForcedTechnique(postTechniqueName);
|
||||||
|
|
||||||
//rendering the post shadow pass
|
//rendering the post shadow pass
|
||||||
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues);
|
viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true);
|
||||||
|
|
||||||
//resetting renderManager settings
|
//resetting renderManager settings
|
||||||
renderManager.setForcedTechnique(null);
|
renderManager.setForcedTechnique(null);
|
||||||
@ -531,7 +525,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
|
|
||||||
private void setMatParams() {
|
private void setMatParams() {
|
||||||
|
|
||||||
GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);
|
GeometryList l = lightReceivers;
|
||||||
|
|
||||||
//iteration throught all the geometries of the list to gather the materials
|
//iteration throught all the geometries of the list to gather the materials
|
||||||
|
|
||||||
|
@ -39,8 +39,12 @@ import com.jme3.math.Transform;
|
|||||||
import com.jme3.math.Vector2f;
|
import com.jme3.math.Vector2f;
|
||||||
import com.jme3.math.Vector3f;
|
import com.jme3.math.Vector3f;
|
||||||
import com.jme3.renderer.Camera;
|
import com.jme3.renderer.Camera;
|
||||||
|
import com.jme3.renderer.ViewPort;
|
||||||
import com.jme3.renderer.queue.GeometryList;
|
import com.jme3.renderer.queue.GeometryList;
|
||||||
|
import com.jme3.renderer.queue.RenderQueue;
|
||||||
import com.jme3.scene.Geometry;
|
import com.jme3.scene.Geometry;
|
||||||
|
import com.jme3.scene.Node;
|
||||||
|
import com.jme3.scene.Spatial;
|
||||||
import com.jme3.util.TempVars;
|
import com.jme3.util.TempVars;
|
||||||
import static java.lang.Math.max;
|
import static java.lang.Math.max;
|
||||||
import static java.lang.Math.min;
|
import static java.lang.Math.min;
|
||||||
@ -328,31 +332,128 @@ public class ShadowUtil {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Updates the shadow camera to properly contain the given points (which
|
* OccludersExtractor is a helper class to collect splitOccluders from scene recursively.
|
||||||
* contain the eye camera frustum corners) and the shadow occluder objects.
|
* It utilizes the scene hierarchy, instead of making the huge flat geometries list first.
|
||||||
*
|
* Instead of adding all geometries from scene to the RenderQueue.shadowCast and checking
|
||||||
* @param occluders
|
* all of them one by one against camera frustum the whole Node is checked first
|
||||||
* @param receivers
|
* to hopefully avoid the check on its children.
|
||||||
* @param shadowCam
|
|
||||||
* @param points
|
|
||||||
*/
|
*/
|
||||||
public static void updateShadowCamera(GeometryList occluders,
|
public static class OccludersExtractor
|
||||||
GeometryList receivers,
|
{
|
||||||
Camera shadowCam,
|
// global variables set in order not to have recursive process method with too many parameters
|
||||||
Vector3f[] points,
|
Matrix4f viewProjMatrix;
|
||||||
float shadowMapSize) {
|
public Integer casterCount;
|
||||||
updateShadowCamera(occluders, receivers, shadowCam, points, null, shadowMapSize);
|
BoundingBox splitBB, casterBB;
|
||||||
|
GeometryList splitOccluders;
|
||||||
|
TempVars vars;
|
||||||
|
|
||||||
|
public OccludersExtractor() {}
|
||||||
|
|
||||||
|
// initialize the global OccludersExtractor variables
|
||||||
|
public OccludersExtractor(Matrix4f vpm, int cc, BoundingBox sBB, BoundingBox cBB, GeometryList sOCC, TempVars v) {
|
||||||
|
viewProjMatrix = vpm;
|
||||||
|
casterCount = cc;
|
||||||
|
splitBB = sBB;
|
||||||
|
casterBB = cBB;
|
||||||
|
splitOccluders = sOCC;
|
||||||
|
vars = v;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check the rootScene against camera frustum and if intersects process it recursively.
|
||||||
|
* The global OccludersExtractor variables need to be initialized first.
|
||||||
|
* Variables are updated and used in {@link ShadowUtil#updateShadowCamera} at last.
|
||||||
|
*/
|
||||||
|
public int addOccluders(Spatial scene) {
|
||||||
|
if ( scene != null ) process(scene);
|
||||||
|
return casterCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void process(Spatial scene) {
|
||||||
|
if (scene.getCullHint() == Spatial.CullHint.Always) return;
|
||||||
|
|
||||||
|
RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
|
||||||
|
if ( scene instanceof Geometry )
|
||||||
|
{
|
||||||
|
// convert bounding box to light's viewproj space
|
||||||
|
Geometry occluder = (Geometry)scene;
|
||||||
|
if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive
|
||||||
|
&& !occluder.isGrouped() && occluder.getWorldBound()!=null) {
|
||||||
|
BoundingVolume bv = occluder.getWorldBound();
|
||||||
|
BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox);
|
||||||
|
|
||||||
|
boolean intersects = splitBB.intersects(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
|
||||||
|
// the caster itself is not in the view camera
|
||||||
|
// but its shadow is in the camera
|
||||||
|
// The number is in world units
|
||||||
|
occBB.setZExtent(occBB.getZExtent() + 50);
|
||||||
|
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
||||||
|
if (splitBB.intersects(occBB)) {
|
||||||
|
//Nehon : prevent NaN and infinity values to screw the final bounding box
|
||||||
|
if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) {
|
||||||
|
// 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));
|
||||||
|
casterBB.mergeLocal(occBox);
|
||||||
|
casterCount++;
|
||||||
|
}
|
||||||
|
if (splitOccluders != null) {
|
||||||
|
splitOccluders.add(occluder);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else if (intersects) {
|
||||||
|
casterBB.mergeLocal(occBox);
|
||||||
|
casterCount++;
|
||||||
|
if (splitOccluders != null) {
|
||||||
|
splitOccluders.add(occluder);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if ( scene instanceof Node && ((Node)scene).getWorldBound()!=null )
|
||||||
|
{
|
||||||
|
Node nodeOcc = (Node)scene;
|
||||||
|
boolean intersects = false;
|
||||||
|
// some
|
||||||
|
BoundingVolume bv = nodeOcc.getWorldBound();
|
||||||
|
BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox);
|
||||||
|
|
||||||
|
intersects = splitBB.intersects(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
|
||||||
|
// the caster itself is not in the view camera
|
||||||
|
// but its shadow is in the camera
|
||||||
|
// The number is in world units
|
||||||
|
occBB.setZExtent(occBB.getZExtent() + 50);
|
||||||
|
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
||||||
|
intersects = splitBB.intersects(occBB);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( intersects ) {
|
||||||
|
for (Spatial child : ((Node)scene).getChildren()) {
|
||||||
|
process(child);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Updates the shadow camera to properly contain the given points (which
|
* Updates the shadow camera to properly contain the given points (which
|
||||||
* contain the eye camera frustum corners) and the shadow occluder objects.
|
* contain the eye camera frustum corners) and the shadow occluder objects
|
||||||
*
|
* collected through the traverse of the scene hierarchy
|
||||||
* @param occluders
|
|
||||||
* @param shadowCam
|
|
||||||
* @param points
|
|
||||||
*/
|
*/
|
||||||
public static void updateShadowCamera(GeometryList occluders,
|
public static void updateShadowCamera(ViewPort viewPort,
|
||||||
GeometryList receivers,
|
GeometryList receivers,
|
||||||
Camera shadowCam,
|
Camera shadowCam,
|
||||||
Vector3f[] points,
|
Vector3f[] points,
|
||||||
@ -394,47 +495,12 @@ public class ShadowUtil {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < occluders.size(); i++) {
|
// collect splitOccluders through scene recursive traverse
|
||||||
// convert bounding box to light's viewproj space
|
OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
|
||||||
Geometry occluder = occluders.get(i);
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
BoundingVolume bv = occluder.getWorldBound();
|
occExt.addOccluders(scene);
|
||||||
BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox);
|
|
||||||
|
|
||||||
boolean intersects = splitBB.intersects(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
|
|
||||||
// the caster itself is not in the view camera
|
|
||||||
// but its shadow is in the camera
|
|
||||||
// The number is in world units
|
|
||||||
occBB.setZExtent(occBB.getZExtent() + 50);
|
|
||||||
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
|
||||||
if (splitBB.intersects(occBB)) {
|
|
||||||
//Nehon : prevent NaN and infinity values to screw the final bounding box
|
|
||||||
if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) {
|
|
||||||
// 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));
|
|
||||||
casterBB.mergeLocal(occBox);
|
|
||||||
casterCount++;
|
|
||||||
}
|
|
||||||
if (splitOccluders != null) {
|
|
||||||
splitOccluders.add(occluder);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
} else if (intersects) {
|
|
||||||
casterBB.mergeLocal(occBox);
|
|
||||||
casterCount++;
|
|
||||||
if (splitOccluders != null) {
|
|
||||||
splitOccluders.add(occluder);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
casterCount = occExt.casterCount;
|
||||||
|
|
||||||
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
|
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
|
||||||
if (casterCount != receiverCount) {
|
if (casterCount != receiverCount) {
|
||||||
@ -523,7 +589,6 @@ public class ShadowUtil {
|
|||||||
vars.release();
|
vars.release();
|
||||||
|
|
||||||
shadowCam.setProjectionMatrix(result);
|
shadowCam.setProjectionMatrix(result);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -551,10 +616,76 @@ public class ShadowUtil {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Populates the outputGeometryList with the rootScene children geometries
|
||||||
|
* that are in the frustum of the given camera
|
||||||
|
*
|
||||||
|
* @param rootScene the rootNode of the scene to traverse
|
||||||
|
* @param camera the camera to check geometries against
|
||||||
|
* @param outputGeometryList the list of all geometries that are in the
|
||||||
|
* camera frustum
|
||||||
|
*/
|
||||||
|
public static void getGeometriesInCamFrustum(Spatial rootScene, Camera camera, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||||
|
if (rootScene != null && rootScene instanceof Node) {
|
||||||
|
int planeState = camera.getPlaneState();
|
||||||
|
addGeometriesInCamFrustumFromNode(camera, (Node)rootScene, mode, outputGeometryList);
|
||||||
|
camera.setPlaneState(planeState);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper function to distinguish between Occluders and Receivers
|
||||||
|
*
|
||||||
|
* @param shadowMode the ShadowMode tested
|
||||||
|
* @param desired the desired ShadowMode
|
||||||
|
* @return true if tested ShadowMode matches the desired one
|
||||||
|
*/
|
||||||
|
static private boolean checkShadowMode(RenderQueue.ShadowMode shadowMode, RenderQueue.ShadowMode desired)
|
||||||
|
{
|
||||||
|
if (shadowMode != RenderQueue.ShadowMode.Off)
|
||||||
|
{
|
||||||
|
switch (desired) {
|
||||||
|
case Cast :
|
||||||
|
return shadowMode==RenderQueue.ShadowMode.Cast || shadowMode==RenderQueue.ShadowMode.CastAndReceive;
|
||||||
|
case Receive:
|
||||||
|
return shadowMode==RenderQueue.ShadowMode.Receive || shadowMode==RenderQueue.ShadowMode.CastAndReceive;
|
||||||
|
case CastAndReceive:
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper function used to recursively populate the outputGeometryList
|
||||||
|
* with geometry children of scene node
|
||||||
|
*
|
||||||
|
* @param camera
|
||||||
|
* @param scene
|
||||||
|
* @param outputGeometryList
|
||||||
|
*/
|
||||||
|
private static void addGeometriesInCamFrustumFromNode(Camera camera, Node scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||||
|
if (scene.getCullHint() == Spatial.CullHint.Always) return;
|
||||||
|
camera.setPlaneState(0);
|
||||||
|
if (camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) {
|
||||||
|
for (Spatial child: scene.getChildren()) {
|
||||||
|
if (child instanceof Node) addGeometriesInCamFrustumFromNode(camera, (Node)child, mode, outputGeometryList);
|
||||||
|
else if (child instanceof Geometry && child.getCullHint() != Spatial.CullHint.Always) {
|
||||||
|
camera.setPlaneState(0);
|
||||||
|
if (checkShadowMode(child.getShadowMode(), mode) &&
|
||||||
|
!((Geometry)child).isGrouped() &&
|
||||||
|
camera.contains(child.getWorldBound()) != Camera.FrustumIntersect.Outside) {
|
||||||
|
outputGeometryList.add((Geometry)child);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Populates the outputGeometryList with the geometry of the
|
* Populates the outputGeometryList with the geometry of the
|
||||||
* inputGeomtryList that are in the radius of a light.
|
* inputGeomtryList that are in the radius of a light.
|
||||||
* The array of camera must be an array of 6 cameara initialized so they represent the light viewspace of a pointlight
|
* The array of camera must be an array of 6 cameras initialized so they represent the light viewspace of a pointlight
|
||||||
*
|
*
|
||||||
* @param inputGeometryList The list containing all geometry to check
|
* @param inputGeometryList The list containing all geometry to check
|
||||||
* against the camera frustum
|
* against the camera frustum
|
||||||
@ -581,4 +712,54 @@ public class ShadowUtil {
|
|||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Populates the outputGeometryList with the geometries of the children
|
||||||
|
* of OccludersExtractor.rootScene node that are both in the frustum of the given vpCamera and some camera inside cameras array.
|
||||||
|
* The array of cameras must be initialized to represent the light viewspace of some light like pointLight or spotLight
|
||||||
|
*
|
||||||
|
* @param camera the viewPort camera
|
||||||
|
* @param cameras the camera array to check geometries against, representing the light viewspace
|
||||||
|
* @param outputGeometryList the output list of all geometries that are in the camera frustum
|
||||||
|
*/
|
||||||
|
public static void getLitGeometriesInViewPort(Spatial rootScene, Camera vpCamera, Camera[] cameras, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||||
|
if (rootScene != null && rootScene instanceof Node) {
|
||||||
|
addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, (Node)rootScene, mode, outputGeometryList);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* Helper function to recursively collect the geometries for getLitGeometriesInViewPort function.
|
||||||
|
*
|
||||||
|
* @param vpCamera the viewPort camera
|
||||||
|
* @param cameras the camera array to check geometries against, representing the light viewspace
|
||||||
|
* @param scene the Node to traverse or geometry to possibly add
|
||||||
|
* @param outputGeometryList the output list of all geometries that are in the camera frustum
|
||||||
|
*/
|
||||||
|
private static void addGeometriesInCamFrustumAndViewPortFromNode(Camera vpCamera, Camera[] cameras, Spatial scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||||
|
if (scene.getCullHint() == Spatial.CullHint.Always) return;
|
||||||
|
|
||||||
|
boolean inFrustum = false;
|
||||||
|
for (int j = 0; j < cameras.length && inFrustum == false; j++) {
|
||||||
|
Camera camera = cameras[j];
|
||||||
|
int planeState = camera.getPlaneState();
|
||||||
|
camera.setPlaneState(0);
|
||||||
|
inFrustum = camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside && scene.checkCulling(vpCamera);
|
||||||
|
camera.setPlaneState(planeState);
|
||||||
|
}
|
||||||
|
if (inFrustum) {
|
||||||
|
if (scene instanceof Node)
|
||||||
|
{
|
||||||
|
Node node = (Node)scene;
|
||||||
|
for (Spatial child: node.getChildren()) {
|
||||||
|
addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, child, mode, outputGeometryList);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (scene instanceof Geometry) {
|
||||||
|
if (checkShadowMode(scene.getShadowMode(), mode) && !((Geometry)scene).isGrouped() ) {
|
||||||
|
outputGeometryList.add((Geometry)scene);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -43,7 +43,9 @@ import com.jme3.math.Vector2f;
|
|||||||
import com.jme3.math.Vector3f;
|
import com.jme3.math.Vector3f;
|
||||||
import com.jme3.renderer.Camera;
|
import com.jme3.renderer.Camera;
|
||||||
import com.jme3.renderer.queue.GeometryList;
|
import com.jme3.renderer.queue.GeometryList;
|
||||||
|
import com.jme3.renderer.queue.RenderQueue;
|
||||||
import com.jme3.scene.Node;
|
import com.jme3.scene.Node;
|
||||||
|
import com.jme3.scene.Spatial;
|
||||||
import com.jme3.util.TempVars;
|
import com.jme3.util.TempVars;
|
||||||
import java.io.IOException;
|
import java.io.IOException;
|
||||||
|
|
||||||
@ -141,15 +143,21 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
|
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
|
||||||
ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCam, shadowMapOccluders);
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
|
ShadowUtil.getGeometriesInCamFrustum(scene, shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
|
||||||
|
}
|
||||||
return shadowMapOccluders;
|
return shadowMapOccluders;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
||||||
lightReceivers.clear();
|
lightReceivers.clear();
|
||||||
ShadowUtil.getGeometriesInCamFrustum(sceneReceivers, shadowCam, lightReceivers);
|
Camera[] cameras = new Camera[1];
|
||||||
|
cameras[0] = shadowCam;
|
||||||
|
for (Spatial scene : viewPort.getScenes()) {
|
||||||
|
ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers);
|
||||||
|
}
|
||||||
return lightReceivers;
|
return lightReceivers;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user