static pass: fix various issues
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@ -34,12 +34,12 @@ package com.jme3.material.logic;
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import com.jme3.asset.AssetManager;
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import com.jme3.light.DirectionalLight;
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import com.jme3.light.Light;
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import com.jme3.light.Light.Type;
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import com.jme3.light.LightList;
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import com.jme3.light.PointLight;
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import com.jme3.light.SpotLight;
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import com.jme3.material.TechniqueDef;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Caps;
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import com.jme3.renderer.RenderManager;
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@ -72,6 +72,8 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
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private final ArrayList<SpotLight> tempSpotLights = new ArrayList<SpotLight>();
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private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
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private final Vector3f tempPosition = new Vector3f();
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private final Vector3f tempDirection = new Vector3f();
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public StaticPassLightingLogic(TechniqueDef techniqueDef) {
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super(techniqueDef);
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@ -113,25 +115,41 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
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return techniqueDef.getShader(assetManager, rendererCaps, defines);
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}
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private void updateLightListUniforms(Shader shader, LightList lights) {
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private void transformDirection(Matrix4f viewMatrix, Vector3f direction) {
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viewMatrix.multNormal(direction, direction);
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}
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private void transformPosition(Matrix4f viewMatrix, Vector3f location) {
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viewMatrix.mult(location, location);
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}
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private void updateLightListUniforms(Matrix4f viewMatrix, Shader shader, LightList lights) {
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Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
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ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, true, ambientLightColor));
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Uniform lightData = shader.getUniform("g_LightData");
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int totalSize = tempDirLights.size() * 2
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+ tempPointLights.size() * 2
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+ tempSpotLights.size() * 3;
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lightData.setVector4Length(totalSize);
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int index = 0;
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for (DirectionalLight light : tempDirLights) {
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ColorRGBA color = light.getColor();
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Vector3f dir = light.getDirection();
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tempDirection.set(light.getDirection());
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transformDirection(viewMatrix, tempDirection);
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lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
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lightData.setVector4InArray(dir.x, dir.y, dir.z, 1f, index++);
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lightData.setVector4InArray(tempDirection.x, tempDirection.y, tempDirection.z, 1f, index++);
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}
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for (PointLight light : tempPointLights) {
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ColorRGBA color = light.getColor();
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Vector3f pos = light.getPosition();
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tempPosition.set(light.getPosition());
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float invRadius = light.getInvRadius();
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transformPosition(viewMatrix, tempPosition);
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lightData.setVector4InArray(color.r, color.g, color.b, 1f, index++);
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lightData.setVector4InArray(pos.x, pos.y, pos.z, 1f, index++);
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lightData.setVector4InArray(tempPosition.x, tempPosition.y, tempPosition.z, invRadius, index++);
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}
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for (SpotLight light : tempSpotLights) {
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@ -149,7 +167,8 @@ public final class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
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@Override
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public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights) {
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Renderer renderer = renderManager.getRenderer();
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updateLightListUniforms(shader, lights);
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Matrix4f viewMatrix = renderManager.getCurrentCamera().getViewMatrix();
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updateLightListUniforms(viewMatrix, shader, lights);
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renderer.setShader(shader);
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renderMeshFromGeometry(renderer, geometry);
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}
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