Implemented proper frustum culling for the shadow post pass.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9979 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent 116c7161f7
commit 78d1754df1
  1. 31
      engine/src/core/com/jme3/shadow/AbstractShadowRenderer.java
  2. 14
      engine/src/core/com/jme3/shadow/DirectionalLightShadowRenderer.java
  3. 11
      engine/src/core/com/jme3/shadow/PointLightShadowRenderer.java
  4. 228
      engine/src/core/com/jme3/shadow/ShadowUtil.java
  5. 15
      engine/src/core/com/jme3/shadow/SpotLightShadowRenderer.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<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;
@ -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);

@ -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

@ -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];

@ -50,29 +50,29 @@ 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
* @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<BoundingVolume> 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<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
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<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
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);
}
}
}
}

@ -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;

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