From 78d1754df1354ac30d84c483237078e5c25daf6c Mon Sep 17 00:00:00 2001 From: "rem..om" Date: Sat, 10 Nov 2012 14:15:41 +0000 Subject: [PATCH] Implemented proper frustum culling for the shadow post pass. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9979 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- .../jme3/shadow/AbstractShadowRenderer.java | 31 ++- .../DirectionalLightShadowRenderer.java | 14 +- .../jme3/shadow/PointLightShadowRenderer.java | 11 +- .../src/core/com/jme3/shadow/ShadowUtil.java | 228 ++++++++++-------- .../jme3/shadow/SpotLightShadowRenderer.java | 15 +- 5 files changed, 178 insertions(+), 121 deletions(-) diff --git a/engine/src/core/com/jme3/shadow/AbstractShadowRenderer.java b/engine/src/core/com/jme3/shadow/AbstractShadowRenderer.java index dbc3201e1..f3d306528 100644 --- a/engine/src/core/com/jme3/shadow/AbstractShadowRenderer.java +++ b/engine/src/core/com/jme3/shadow/AbstractShadowRenderer.java @@ -43,6 +43,7 @@ import com.jme3.renderer.RenderManager; import com.jme3.renderer.Renderer; import com.jme3.renderer.ViewPort; import com.jme3.renderer.queue.GeometryList; +import com.jme3.renderer.queue.OpaqueComparator; import com.jme3.renderer.queue.RenderQueue; import com.jme3.renderer.queue.RenderQueue.ShadowMode; import com.jme3.scene.Geometry; @@ -75,8 +76,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { protected Texture2D dummyTex; protected Material preshadowMat; protected Material postshadowMat; - protected Matrix4f[] lightViewProjectionsMatrices; - protected boolean noOccluders = false; + protected Matrix4f[] lightViewProjectionsMatrices; protected AssetManager assetManager; protected boolean debug = false; protected float edgesThickness = 1.0f; @@ -91,6 +91,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { //flags to know when to change params in the materials //a list of material of the post shadow queue geometries. protected List matCache = new ArrayList(); + protected GeometryList sceneReceivers; + protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator()); + protected GeometryList shadowMapOccluders = new GeometryList(new OpaqueComparator()); /** * Create an abstract shadow renderer, this is to be called in extending classes @@ -300,7 +303,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { * @param sceneReceivers the recievers of the whole scene * @return */ - protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers); + protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers,GeometryList shadowMapOccluders); /** * return the shadow camera to use for rendering the shadow map according the given index @@ -319,8 +322,8 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { @SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast); - GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive); - if (receivers.size() == 0 || occluders.size() == 0) { + sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive); + if (sceneReceivers.size() == 0 || occluders.size() == 0) { return; } @@ -335,7 +338,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { if (debugfrustums) { doDisplayFrustumDebug(shadowMapIndex); } - renderShadowMap(shadowMapIndex, occluders, receivers); + renderShadowMap(shadowMapIndex, occluders, sceneReceivers); } @@ -352,7 +355,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { } protected void renderShadowMap(int shadowMapIndex, GeometryList occluders, GeometryList receivers) { - GeometryList mapOccluders = getOccludersToRender(shadowMapIndex, occluders, receivers); + shadowMapOccluders = getOccludersToRender(shadowMapIndex, occluders, receivers,shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split @@ -363,7 +366,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { renderManager.getRenderer().clearBuffers(false, true, false); // render shadow casters to shadow map - viewPort.getQueue().renderShadowQueue(mapOccluders, renderManager, shadowCam, true); + viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); } boolean debugfrustums = false; @@ -393,13 +396,18 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { public void displayDebug() { debug = true; } + + abstract GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers); public void postFrame(FrameBuffer out) { if (debug) { displayShadowMap(renderManager.getRenderer()); } - if (!noOccluders) { + + lightReceivers = getReceivers(sceneReceivers, lightReceivers); + + if (lightReceivers.size()!=0) { //setting params to recieving geometry list setMatParams(); @@ -413,7 +421,10 @@ public abstract class AbstractShadowRenderer implements SceneProcessor { renderManager.setForcedTechnique(postTechniqueName); //rendering the post shadow pass - viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues); + viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true); + if(flushQueues){ + sceneReceivers.clear(); + } //resetting renderManager settings renderManager.setForcedTechnique(null); diff --git a/engine/src/core/com/jme3/shadow/DirectionalLightShadowRenderer.java b/engine/src/core/com/jme3/shadow/DirectionalLightShadowRenderer.java index 1e8330f7b..8b7cd6389 100644 --- a/engine/src/core/com/jme3/shadow/DirectionalLightShadowRenderer.java +++ b/engine/src/core/com/jme3/shadow/DirectionalLightShadowRenderer.java @@ -58,8 +58,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer { protected float lambda = 0.65f; protected float zFarOverride = 0; protected Camera shadowCam; - protected ColorRGBA splits; - protected GeometryList splitOccluders = new GeometryList(new OpaqueComparator()); + protected ColorRGBA splits; protected float[] splitsArray; protected DirectionalLight light; protected Vector3f[] points = new Vector3f[8]; @@ -145,15 +144,20 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer { } @Override - protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers) { + protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); //Updating shadow cam with curent split frustra - ShadowUtil.updateShadowCamera(sceneOccluders, sceneReceivers, shadowCam, points, splitOccluders); + ShadowUtil.updateShadowCamera(sceneOccluders, sceneReceivers, shadowCam, points, shadowMapOccluders); - return splitOccluders; + return shadowMapOccluders; + } + + @Override + GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) { + return sceneReceivers; } @Override diff --git a/engine/src/core/com/jme3/shadow/PointLightShadowRenderer.java b/engine/src/core/com/jme3/shadow/PointLightShadowRenderer.java index e35827af9..0539ca206 100644 --- a/engine/src/core/com/jme3/shadow/PointLightShadowRenderer.java +++ b/engine/src/core/com/jme3/shadow/PointLightShadowRenderer.java @@ -51,7 +51,6 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer { public static final int CAM_NUMBER = 6; protected PointLight light; protected Camera[] shadowCams; - protected GeometryList shadowMapOccluders = new GeometryList(new OpaqueComparator()); private Geometry[] frustums = null; /** @@ -104,11 +103,17 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer { } @Override - protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers) { - ShadowUtil.getOccludersInCamFrustum(sceneOccluders, shadowCams[shadowMapIndex], shadowMapOccluders); + protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) { + ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCams[shadowMapIndex], shadowMapOccluders); return shadowMapOccluders; } + @Override + GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) { + ShadowUtil.getGeometriesInLightRadius(sceneReceivers, shadowCams, lightReceivers); + return lightReceivers; + } + @Override protected Camera getShadowCam(int shadowMapIndex) { return shadowCams[shadowMapIndex]; diff --git a/engine/src/core/com/jme3/shadow/ShadowUtil.java b/engine/src/core/com/jme3/shadow/ShadowUtil.java index 4411c3418..9cfcf9a19 100644 --- a/engine/src/core/com/jme3/shadow/ShadowUtil.java +++ b/engine/src/core/com/jme3/shadow/ShadowUtil.java @@ -50,29 +50,29 @@ import java.util.List; /** * Includes various useful shadow mapping functions. * - * @see - * - * for more info. + * @see for more info. */ public class ShadowUtil { /** * Updates a points arrays with the frustum corners of the provided camera. + * * @param viewCam - * @param points + * @param points */ public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) { int w = viewCam.getWidth(); - int h = viewCam.getHeight(); - + int h = viewCam.getHeight(); + points[0].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), 0)); points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), 0)); points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), 0)); points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), 0)); - + points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), 1)); points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), 1)); points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), 1)); @@ -81,8 +81,8 @@ public class ShadowUtil { /** * Updates the points array to contain the frustum corners of the given - * camera. The nearOverride and farOverride variables can be used - * to override the camera's near/far values with own values. + * camera. The nearOverride and farOverride variables can be used to + * override the camera's near/far values with own values. * * TODO: Reduce creation of new vectors * @@ -95,23 +95,23 @@ public class ShadowUtil { float farOverride, float scale, Vector3f[] points) { - + Vector3f pos = viewCam.getLocation(); Vector3f dir = viewCam.getDirection(); Vector3f up = viewCam.getUp(); - + float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear(); float near = nearOverride; float far = farOverride; float ftop = viewCam.getFrustumTop(); float fright = viewCam.getFrustumRight(); float ratio = fright / ftop; - + float near_height; float near_width; float far_height; float far_width; - + if (viewCam.isParallelProjection()) { near_height = ftop; near_width = near_height * ratio; @@ -123,30 +123,30 @@ public class ShadowUtil { far_height = depthHeightRatio * far; far_width = far_height * ratio; } - + Vector3f right = dir.cross(up).normalizeLocal(); - + Vector3f temp = new Vector3f(); temp.set(dir).multLocal(far).addLocal(pos); Vector3f farCenter = temp.clone(); temp.set(dir).multLocal(near).addLocal(pos); Vector3f nearCenter = temp.clone(); - + Vector3f nearUp = temp.set(up).multLocal(near_height).clone(); Vector3f farUp = temp.set(up).multLocal(far_height).clone(); Vector3f nearRight = temp.set(right).multLocal(near_width).clone(); Vector3f farRight = temp.set(right).multLocal(far_width).clone(); - + points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight); points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight); points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight); points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight); - + points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight); points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight); points[6].set(farCenter).addLocal(farUp).addLocal(farRight); points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight); - + if (scale != 1.0f) { // find center of frustum Vector3f center = new Vector3f(); @@ -154,7 +154,7 @@ public class ShadowUtil { center.addLocal(points[i]); } center.divideLocal(8f); - + Vector3f cDir = new Vector3f(); for (int i = 0; i < 8; i++) { cDir.set(points[i]).subtractLocal(center); @@ -168,7 +168,7 @@ public class ShadowUtil { * Compute bounds of a geomList * @param list * @param transform - * @return + * @return */ public static BoundingBox computeUnionBound(GeometryList list, Transform transform) { BoundingBox bbox = new BoundingBox(); @@ -187,7 +187,7 @@ public class ShadowUtil { * Compute bounds of a geomList * @param list * @param mat - * @return + * @return */ public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) { BoundingBox bbox = new BoundingBox(); @@ -205,8 +205,9 @@ public class ShadowUtil { /** * Computes the bounds of multiple bounding volumes + * * @param bv - * @return + * @return */ public static BoundingBox computeUnionBound(List bv) { BoundingBox bbox = new BoundingBox(); @@ -219,9 +220,10 @@ public class ShadowUtil { /** * Compute bounds from an array of points + * * @param pts * @param transform - * @return + * @return */ public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) { Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY); @@ -229,7 +231,7 @@ public class ShadowUtil { Vector3f temp = new Vector3f(); for (int i = 0; i < pts.length; i++) { transform.transformVector(pts[i], temp); - + min.minLocal(temp); max.maxLocal(temp); } @@ -242,22 +244,22 @@ public class ShadowUtil { * Compute bounds from an array of points * @param pts * @param mat - * @return + * @return */ public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) { Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY); Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY); TempVars vars = TempVars.get(); Vector3f temp = vars.vect1; - + for (int i = 0; i < pts.length; i++) { float w = mat.multProj(pts[i], temp); - + temp.x /= w; temp.y /= w; // Why was this commented out? temp.z /= w; - + min.minLocal(temp); max.maxLocal(temp); } @@ -269,8 +271,8 @@ public class ShadowUtil { } /** - * Updates the shadow camera to properly contain the given - * points (which contain the eye camera frustum corners) + * Updates the shadow camera to properly contain the given points (which + * contain the eye camera frustum corners) * * @param shadowCam * @param points @@ -278,20 +280,20 @@ public class ShadowUtil { public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); - + if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); } else { shadowCam.setFrustumPerspective(45, 1, 1, 150); } - + Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); Matrix4f projMatrix = shadowCam.getProjectionMatrix(); - + BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); TempVars vars = TempVars.get(); - + Vector3f splitMin = splitBB.getMin(vars.vect1); Vector3f splitMax = splitBB.getMax(vars.vect2); @@ -300,33 +302,32 @@ public class ShadowUtil { // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; - + scaleX = 2.0f / (splitMax.x - splitMin.x); scaleY = 2.0f / (splitMax.y - splitMin.y); offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX; offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY; scaleZ = 1.0f / (splitMax.z - splitMin.z); offsetZ = -splitMin.z * scaleZ; - + Matrix4f cropMatrix = vars.tempMat4; cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); - - + + Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); - + vars.release(); shadowCam.setProjectionMatrix(result); } /** - * Updates the shadow camera to properly contain the given - * points (which contain the eye camera frustum corners) and the - * shadow occluder objects. + * Updates the shadow camera to properly contain the given points (which + * contain the eye camera frustum corners) and the shadow occluder objects. * * @param occluders * @param receivers @@ -341,10 +342,9 @@ public class ShadowUtil { } /** - * Updates the shadow camera to properly contain the given - * points (which contain the eye camera frustum corners) and the - * shadow occluder objects. - * + * Updates the shadow camera to properly contain the given points (which + * contain the eye camera frustum corners) and the shadow occluder objects. + * * @param occluders * @param shadowCam * @param points @@ -354,39 +354,39 @@ public class ShadowUtil { Camera shadowCam, Vector3f[] points, GeometryList splitOccluders) { - + boolean ortho = shadowCam.isParallelProjection(); - + shadowCam.setProjectionMatrix(null); - + if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); - } + } // create transform to rotate points to viewspace Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); - + BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); - + ArrayList visRecvList = new ArrayList(); for (int i = 0; i < receivers.size(); i++) { // convert bounding box to light's viewproj space Geometry receiver = receivers.get(i); BoundingVolume bv = receiver.getWorldBound(); BoundingVolume recvBox = bv.transform(viewProjMatrix, null); - + if (splitBB.intersects(recvBox)) { visRecvList.add(recvBox); } } - + ArrayList visOccList = new ArrayList(); for (int i = 0; i < occluders.size(); i++) { // convert bounding box to light's viewproj space Geometry occluder = occluders.get(i); BoundingVolume bv = occluder.getWorldBound(); BoundingVolume occBox = bv.transform(viewProjMatrix, null); - + boolean intersects = splitBB.intersects(occBox); if (!intersects && occBox instanceof BoundingBox) { BoundingBox occBB = (BoundingBox) occBox; @@ -416,7 +416,7 @@ public class ShadowUtil { } } } - + BoundingBox casterBB = computeUnionBound(visOccList); BoundingBox receiverBB = computeUnionBound(visRecvList); @@ -426,18 +426,18 @@ public class ShadowUtil { casterBB.setYExtent(casterBB.getYExtent() + 2.0f); casterBB.setZExtent(casterBB.getZExtent() + 2.0f); } - + TempVars vars = TempVars.get(); - + Vector3f casterMin = casterBB.getMin(vars.vect1); Vector3f casterMax = casterBB.getMax(vars.vect2); - + Vector3f receiverMin = receiverBB.getMin(vars.vect3); Vector3f receiverMax = receiverBB.getMax(vars.vect4); - + Vector3f splitMin = splitBB.getMin(vars.vect5); Vector3f splitMax = splitBB.getMax(vars.vect6); - + splitMin.z = 0; // if (!ortho) { @@ -445,17 +445,17 @@ public class ShadowUtil { // } Matrix4f projMatrix = shadowCam.getProjectionMatrix(); - + Vector3f cropMin = vars.vect7; Vector3f cropMax = vars.vect8; // IMPORTANT: Special handling for Z values cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x); cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x); - + cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y); cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y); - + cropMin.z = min(casterMin.z, splitMin.z); cropMax.z = min(receiverMax.z, splitMax.z); @@ -463,56 +463,88 @@ public class ShadowUtil { // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; - + scaleX = (2.0f) / (cropMax.x - cropMin.x); scaleY = (2.0f) / (cropMax.y - cropMin.y); - + offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX; offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY; - + scaleZ = 1.0f / (cropMax.z - cropMin.z); offsetZ = -cropMin.z * scaleZ; - - - - + + + + Matrix4f cropMatrix = vars.tempMat4; cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); - - + + Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); vars.release(); - + shadowCam.setProjectionMatrix(result); - + } - - /** - * Updates the shadow camera to properly contain the given - * points (which contain the eye camera frustum corners) and the - * shadow occluder objects. - * - * @param occluders - * @param shadowCam - * @param points + + /** + * Populates the outputGeometryList with the geometry of the + * inputGeomtryList that are in the frustum of the given camera + * + * @param inputGeometryList The list containing all geometry to check + * against the camera frustum + * @param camera the camera to check geometries against + * @param outputGeometryList the list of all geometries that are in the + * camera frustum */ - public static void getOccludersInCamFrustum(GeometryList occluders, - Camera shadowCam, - GeometryList splitOccluders) { - for (int i = 0; i < occluders.size(); i++) { - Geometry g = occluders.get(i); - int planeState = shadowCam.getPlaneState(); - shadowCam.setPlaneState(0); - if (shadowCam.contains(g.getWorldBound()) != Camera.FrustumIntersect.Outside) { - splitOccluders.add(g); + public static void getGeometriesInCamFrustum(GeometryList inputGeometryList, + Camera camera, + GeometryList outputGeometryList) { + for (int i = 0; i < inputGeometryList.size(); i++) { + Geometry g = inputGeometryList.get(i); + int planeState = camera.getPlaneState(); + camera.setPlaneState(0); + if (camera.contains(g.getWorldBound()) != Camera.FrustumIntersect.Outside) { + outputGeometryList.add(g); } - shadowCam.setPlaneState(planeState); + camera.setPlaneState(planeState); } + + } + /** + * Populates the outputGeometryList with the geometry of the + * 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 + * + * @param inputGeometryList The list containing all geometry to check + * against the camera frustum + * @param cameras the camera array to check geometries against + * @param outputGeometryList the list of all geometries that are in the + * camera frustum + */ + public static void getGeometriesInLightRadius(GeometryList inputGeometryList, + Camera[] cameras, + GeometryList outputGeometryList) { + for (int i = 0; i < inputGeometryList.size(); i++) { + Geometry g = inputGeometryList.get(i); + 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(g.getWorldBound()) != Camera.FrustumIntersect.Outside; + camera.setPlaneState(planeState); + } + if (inFrustum) { + outputGeometryList.add(g); + } + } + } } diff --git a/engine/src/core/com/jme3/shadow/SpotLightShadowRenderer.java b/engine/src/core/com/jme3/shadow/SpotLightShadowRenderer.java index d318b6518..b115ca41f 100644 --- a/engine/src/core/com/jme3/shadow/SpotLightShadowRenderer.java +++ b/engine/src/core/com/jme3/shadow/SpotLightShadowRenderer.java @@ -59,8 +59,7 @@ import com.jme3.scene.Node; public class SpotLightShadowRenderer extends AbstractShadowRenderer { protected float zFarOverride = 0; - protected Camera shadowCam; - protected GeometryList mapOccluders = new GeometryList(new OpaqueComparator()); + protected Camera shadowCam; protected SpotLight light; protected Vector3f[] points = new Vector3f[8]; //Holding the info for fading shadows in the far distance @@ -125,11 +124,17 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer { } @Override - protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers) { - ShadowUtil.getOccludersInCamFrustum(sceneOccluders, shadowCam, mapOccluders); - return mapOccluders; + protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) { + ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCam, shadowMapOccluders); + return shadowMapOccluders; } + @Override + GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) { + ShadowUtil.getGeometriesInCamFrustum(sceneReceivers, shadowCam, lightReceivers); + return lightReceivers; + } + @Override protected Camera getShadowCam(int shadowMapIndex) { return shadowCam;