Implemented proper frustum culling for the shadow post pass.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9979 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
116c7161f7
commit
78d1754df1
@ -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;
|
||||
@ -76,7 +77,6 @@ public abstract class AbstractShadowRenderer implements SceneProcessor {
|
||||
protected Material preshadowMat;
|
||||
protected Material postshadowMat;
|
||||
protected Matrix4f[] lightViewProjectionsMatrices;
|
||||
protected boolean noOccluders = false;
|
||||
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<Material> matCache = new ArrayList<Material>();
|
||||
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;
|
||||
|
||||
@ -394,12 +397,17 @@ public abstract class AbstractShadowRenderer implements SceneProcessor {
|
||||
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);
|
||||
|
@ -59,7 +59,6 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
||||
protected float zFarOverride = 0;
|
||||
protected Camera shadowCam;
|
||||
protected ColorRGBA splits;
|
||||
protected GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
|
||||
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
|
||||
|
@ -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];
|
||||
|
@ -50,17 +50,17 @@ import java.util.List;
|
||||
/**
|
||||
* Includes various useful shadow mapping functions.
|
||||
*
|
||||
* @see
|
||||
* <ul>
|
||||
* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
|
||||
* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
|
||||
* </ul>
|
||||
* for more info.
|
||||
* @see <ul> <li><a
|
||||
* href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
|
||||
* <li><a
|
||||
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
|
||||
* </ul> for more info.
|
||||
*/
|
||||
public class ShadowUtil {
|
||||
|
||||
/**
|
||||
* Updates a points arrays with the frustum corners of the provided camera.
|
||||
*
|
||||
* @param viewCam
|
||||
* @param points
|
||||
*/
|
||||
@ -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
|
||||
*
|
||||
@ -205,6 +205,7 @@ public class ShadowUtil {
|
||||
|
||||
/**
|
||||
* Computes the bounds of multiple bounding volumes
|
||||
*
|
||||
* @param bv
|
||||
* @return
|
||||
*/
|
||||
@ -219,6 +220,7 @@ public class ShadowUtil {
|
||||
|
||||
/**
|
||||
* Compute bounds from an array of points
|
||||
*
|
||||
* @param pts
|
||||
* @param transform
|
||||
* @return
|
||||
@ -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
|
||||
@ -324,9 +326,8 @@ 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 receivers
|
||||
@ -341,9 +342,8 @@ 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
|
||||
@ -492,26 +492,58 @@ 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.
|
||||
/**
|
||||
* Populates the outputGeometryList with the geometry of the
|
||||
* inputGeomtryList that are in the frustum of the given camera
|
||||
*
|
||||
* @param occluders
|
||||
* @param shadowCam
|
||||
* @param points
|
||||
* @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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
shadowCam.setPlaneState(planeState);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -60,7 +60,6 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
|
||||
|
||||
protected float zFarOverride = 0;
|
||||
protected Camera shadowCam;
|
||||
protected GeometryList mapOccluders = new GeometryList(new OpaqueComparator());
|
||||
protected SpotLight light;
|
||||
protected Vector3f[] points = new Vector3f[8];
|
||||
//Holding the info for fading shadows in the far distance
|
||||
@ -125,9 +124,15 @@ 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
|
||||
|
Loading…
x
Reference in New Issue
Block a user