Support dynamic number of shadow maps

in-pass-shadows
Kirill Vainer 7 years ago
parent 5aa2c722fe
commit a3145885d9
  1. 18
      jme3-core/src/main/java/com/jme3/material/logic/ShadowStaticPassLightingLogic.java
  2. 6
      jme3-core/src/main/java/com/jme3/material/logic/StaticPassLightingLogic.java
  3. 1
      jme3-core/src/main/java/com/jme3/math/Matrix4f.java
  4. 38
      jme3-core/src/main/java/com/jme3/shader/Uniform.java
  5. 10
      jme3-core/src/main/java/com/jme3/shadow/next/ShadowMapSlice.java
  6. 8
      jme3-core/src/main/java/com/jme3/shadow/next/array/BaseArrayShadowMapSlice.java
  7. 1
      jme3-core/src/main/java/com/jme3/shadow/next/array/SpotArrayShadowMap.java
  8. 2
      jme3-core/src/main/java/com/jme3/shadow/next/array/SpotArrayShadowMapSlice.java

@ -69,7 +69,6 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
private int numShadowDirLights = 0;
private int numShadowPointLights = 0;
private int numShadowSpotLights = 0;
private final Matrix4f[] shadowMatrices = new Matrix4f[5];
public ShadowStaticPassLightingLogic(TechniqueDef techniqueDef) {
super(techniqueDef);
@ -77,10 +76,6 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
numShadowDirLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SHADOW_DIR_LIGHTS, VarType.Int);
numShadowPointLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SHADOW_POINT_LIGHTS, VarType.Int);
numShadowSpotLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NUM_SHADOW_SPOT_LIGHTS, VarType.Int);
for (int i = 0; i < shadowMatrices.length; i++) {
shadowMatrices[i] = new Matrix4f();
}
}
@Override
@ -157,6 +152,9 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
Vector4f pssmSplits = null;
Uniform shadowMatricesUniform = shader.getUniform("g_ShadowMatrices");
shadowMatricesUniform.setMatrix4Length(numShadowDirLights * 4 + numShadowSpotLights);
int shadowMatrixIndex = 0;
for (int i = 0; i < numShadowDirLights; i++) {
DirectionalArrayShadowMap map = (DirectionalArrayShadowMap) tempDirLights.get(i).getShadowMap();
@ -164,7 +162,9 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
pssmSplits = map.getProjectionSplitPositions();
for (int j = 0; j < map.getNumSlices(); j++) {
ArrayShadowMapSlice slice = (ArrayShadowMapSlice) map.getSlice(j);
BIAS_MATRIX.mult(slice.getViewProjectionMatrix(), shadowMatrices[shadowMatrixIndex]);
shadowMatricesUniform.setMatrix4InArray(
slice.getBiasedViewProjectionMatrix(),
shadowMatrixIndex);
shadowMatrixIndex++;
}
}
@ -173,16 +173,18 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
SpotArrayShadowMap map = (SpotArrayShadowMap) tempSpotLights.get(i).getShadowMap();
array = map.getArray();
SpotArrayShadowMapSlice slice = map.getSlice(0);
BIAS_MATRIX.mult(slice.getViewProjectionMatrix(), shadowMatrices[shadowMatrixIndex]);
shadowMatricesUniform.setMatrix4InArray(
slice.getBiasedViewProjectionMatrix(),
shadowMatrixIndex);
shadowMatrixIndex++;
}
shadowMatricesUniform.setValue(VarType.Matrix4Array, shadowMatrices);
if (array != null) {
renderer.setTexture(nextTextureUnit, array);
Uniform shadowMapArrayUniform = shader.getUniform("g_ShadowMapArray");
shadowMapArrayUniform.setValue(VarType.Int, nextTextureUnit);
}
if (pssmSplits != null) {
Uniform pssmSplitsUniform = shader.getUniform("g_PssmSplits");
pssmSplitsUniform.setValue(VarType.Vector4, pssmSplits);

@ -75,12 +75,6 @@ public class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
protected final ArrayList<PointLight> tempPointLights = new ArrayList<>();
protected final ArrayList<SpotLight> tempSpotLights = new ArrayList<>();
protected static final Matrix4f BIAS_MATRIX = new Matrix4f(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
public StaticPassLightingLogic(TechniqueDef techniqueDef) {
super(techniqueDef);

@ -752,7 +752,6 @@ public final class Matrix4f implements Savable, Cloneable, java.io.Serializable
TempVars vars = TempVars.get();
fillFloatArray(vars.matrixWrite, columnMajor);
fb.put(vars.matrixWrite, 0, 16);

@ -197,7 +197,7 @@ public class Uniform extends ShaderVariable {
}
}
public void setValue(VarType type, Object value){
public void setValue(VarType type, Object value) {
if (location == LOC_NOT_DEFINED) {
return;
}
@ -387,8 +387,36 @@ public class Uniform extends ShaderVariable {
updateNeeded = true;
}
public void setVector4Length(int length){
if (location == -1) {
public void setMatrix4Length(int length) {
if (location == LOC_NOT_DEFINED) {
return;
}
multiData = BufferUtils.ensureLargeEnough(multiData, length * 4 * 4);
value = multiData;
varType = VarType.Matrix4Array;
updateNeeded = true;
setByCurrentMaterial = true;
}
public void setMatrix4InArray(Matrix4f matrix, int index) {
if (location == LOC_NOT_DEFINED) {
return;
}
if (varType != null && varType != VarType.Matrix4Array) {
throw new IllegalArgumentException("Expected a " + varType.name() + " value!");
}
multiData.position(index * 4 * 4);
matrix.fillFloatBuffer(multiData, true);
multiData.rewind();
updateNeeded = true;
setByCurrentMaterial = true;
}
public void setVector4Length(int length) {
if (location == LOC_NOT_DEFINED) {
return;
}
@ -399,8 +427,8 @@ public class Uniform extends ShaderVariable {
setByCurrentMaterial = true;
}
public void setVector4InArray(float x, float y, float z, float w, int index){
if (location == -1) {
public void setVector4InArray(float x, float y, float z, float w, int index) {
if (location == LOC_NOT_DEFINED) {
return;
}

@ -40,11 +40,19 @@ import com.jme3.renderer.queue.GeometryList;
/**
* Represents a single slice of a shadow map.
*
* @param <T> Type of light
*
* @author Kirill Vainer
*/
public interface ShadowMapSlice<T extends Light> {
public Matrix4f getViewProjectionMatrix();
public static final Matrix4f BIAS_MATRIX = new Matrix4f(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
public Matrix4f getBiasedViewProjectionMatrix();
public void renderShadowMap(RenderManager renderManager, T light, ViewPort viewPort, GeometryList shadowCasters);
}

@ -52,6 +52,7 @@ public class BaseArrayShadowMapSlice<T extends Light> implements ArrayShadowMapS
protected final FrameBuffer frameBuffer;
protected final Camera shadowCamera;
protected final Vector3f[] points;
protected final Matrix4f biasedViewProjectionMatrix = new Matrix4f();
public BaseArrayShadowMapSlice(TextureArray array, int layer, int textureSize, Vector3f[] points) {
this.shadowCamera = new Camera(textureSize, textureSize);
@ -67,8 +68,8 @@ public class BaseArrayShadowMapSlice<T extends Light> implements ArrayShadowMapS
}
@Override
public Matrix4f getViewProjectionMatrix() {
return shadowCamera.getViewProjectionMatrix();
public Matrix4f getBiasedViewProjectionMatrix() {
return biasedViewProjectionMatrix;
}
@Override
@ -80,6 +81,7 @@ public class BaseArrayShadowMapSlice<T extends Light> implements ArrayShadowMapS
renderer.clearBuffers(false, true, false);
viewPort.getQueue().renderShadowQueue(shadowCasters, renderManager, shadowCamera, true);
}
BIAS_MATRIX.mult(shadowCamera.getViewProjectionMatrix(), biasedViewProjectionMatrix);
}
}

@ -64,5 +64,4 @@ public class SpotArrayShadowMap extends BaseArrayShadowMap<SpotArrayShadowMapSli
public Light.Type getLightType() {
return Light.Type.Spot;
}
}

@ -33,7 +33,6 @@ package com.jme3.shadow.next.array;
import com.jme3.light.SpotLight;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix4f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.ViewPort;
@ -42,7 +41,6 @@ import com.jme3.shadow.ShadowUtil;
import com.jme3.texture.TextureArray;
/**
*
* @author Kirill Vainer
*/
public class SpotArrayShadowMapSlice extends BaseArrayShadowMapSlice<SpotLight> {

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