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@ -39,8 +39,12 @@ import com.jme3.math.Transform; |
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import com.jme3.math.Vector2f; |
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import com.jme3.math.Vector2f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.math.Vector3f; |
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import com.jme3.renderer.Camera; |
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import com.jme3.renderer.Camera; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.queue.GeometryList; |
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import com.jme3.renderer.queue.GeometryList; |
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import com.jme3.renderer.queue.RenderQueue; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Node; |
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import com.jme3.scene.Spatial; |
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import com.jme3.util.TempVars; |
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import com.jme3.util.TempVars; |
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import static java.lang.Math.max; |
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import static java.lang.Math.max; |
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import static java.lang.Math.min; |
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import static java.lang.Math.min; |
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@ -343,7 +347,126 @@ public class ShadowUtil { |
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float shadowMapSize) { |
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float shadowMapSize) { |
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updateShadowCamera(occluders, receivers, shadowCam, points, null, shadowMapSize); |
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updateShadowCamera(occluders, receivers, shadowCam, points, null, shadowMapSize); |
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} |
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} |
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/** |
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* OccludersExtractor is a helper class to collect splitOccluders from scene recursively. |
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* It utilizes the scene hierarchy, instead of making the huge flat geometries list first. |
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* Instead of adding all geometries from scene to the RenderQueue.shadowCast and checking |
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* all of them one by one against camera frustum the whole Node is checked first |
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* to hopefully avoid the check on its children. |
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*/ |
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static public Spatial rootScene = null; // static global used for OccludersExtractor in order not to change public ShadoUtil.updateShadowCamera interface
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public static class OccludersExtractor |
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{ |
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// global variables set in order not to have recursive addOccluders method with too many parameters
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Matrix4f viewProjMatrix; |
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public Integer casterCount; |
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BoundingBox splitBB, casterBB; |
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GeometryList splitOccluders; |
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TempVars vars; |
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public OccludersExtractor() {} |
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// initialize the global OccludersExtractor variables
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public OccludersExtractor(Matrix4f vpm, int cc, BoundingBox sBB, BoundingBox cBB, GeometryList sOCC, TempVars v) { |
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viewProjMatrix = vpm; |
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casterCount = cc; |
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splitBB = sBB; |
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casterBB = cBB; |
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splitOccluders = sOCC; |
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vars = v; |
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} |
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/** |
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* Check the rootScene against camera frustum and if intersects process it recursively. |
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* The global OccludersExtractor variables need to be initialized first. |
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* The {@link OccludersExtractor#rootScene} need to be set before the call to {@link ShadowUtil#updateShadowCamera} |
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* Variables are updated and used in {@link ShadowUtil#updateShadowCamera} at last. |
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*/ |
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public int addOccluders() { |
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if ( rootScene != null ) addOccluders(rootScene); |
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return casterCount; |
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} |
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private void addOccluders(Spatial scene) { |
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if (scene.getCullHint() == Spatial.CullHint.Always) return; |
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RenderQueue.ShadowMode shadowMode = scene.getShadowMode(); |
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if ( scene instanceof Geometry ) |
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{ |
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// convert bounding box to light's viewproj space
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Geometry occluder = (Geometry)scene; |
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if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive |
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&& !occluder.isGrouped() && occluder.getWorldBound()!=null) { |
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BoundingVolume bv = occluder.getWorldBound(); |
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BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox); |
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boolean intersects = splitBB.intersects(occBox); |
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if (!intersects && occBox instanceof BoundingBox) { |
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BoundingBox occBB = (BoundingBox) occBox; |
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//Kirill 01/10/2011
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// Extend the occluder further into the frustum
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// This fixes shadow dissapearing issues when
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// the caster itself is not in the view camera
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// but its shadow is in the camera
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// The number is in world units
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occBB.setZExtent(occBB.getZExtent() + 50); |
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occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25)); |
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if (splitBB.intersects(occBB)) { |
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//Nehon : prevent NaN and infinity values to screw the final bounding box
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if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) { |
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// To prevent extending the depth range too much
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// We return the bound to its former shape
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// Before adding it
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occBB.setZExtent(occBB.getZExtent() - 50); |
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occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25)); |
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casterBB.mergeLocal(occBox); |
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casterCount++; |
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} |
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if (splitOccluders != null) { |
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splitOccluders.add(occluder); |
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} |
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} |
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} else if (intersects) { |
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casterBB.mergeLocal(occBox); |
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casterCount++; |
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if (splitOccluders != null) { |
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splitOccluders.add(occluder); |
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} |
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} |
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} |
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} |
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else if ( scene instanceof Node && ((Node)scene).getWorldBound()!=null ) |
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{ |
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Node nodeOcc = (Node)scene; |
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boolean intersects = false; |
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// some
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BoundingVolume bv = nodeOcc.getWorldBound(); |
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BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox); |
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intersects = splitBB.intersects(occBox); |
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if (!intersects && occBox instanceof BoundingBox) { |
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BoundingBox occBB = (BoundingBox) occBox; |
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//Kirill 01/10/2011
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// Extend the occluder further into the frustum
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// This fixes shadow dissapearing issues when
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// the caster itself is not in the view camera
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// but its shadow is in the camera
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// The number is in world units
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occBB.setZExtent(occBB.getZExtent() + 50); |
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occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25)); |
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intersects = splitBB.intersects(occBB); |
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} |
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if ( intersects ) { |
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for (Spatial child : ((Node)scene).getChildren()) { |
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addOccluders(child); |
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} |
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} |
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} |
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} |
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} |
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/** |
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/** |
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* Updates the shadow camera to properly contain the given points (which |
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* Updates the shadow camera to properly contain the given points (which |
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* contain the eye camera frustum corners) and the shadow occluder objects. |
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* contain the eye camera frustum corners) and the shadow occluder objects. |
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@ -394,47 +517,9 @@ public class ShadowUtil { |
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} |
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} |
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} |
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} |
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for (int i = 0; i < occluders.size(); i++) { |
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// collect splitOccluders through scene recursive traverse
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// convert bounding box to light's viewproj space
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OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars); |
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Geometry occluder = occluders.get(i); |
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casterCount = occExt.addOccluders(); // the rootScene inside
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BoundingVolume bv = occluder.getWorldBound(); |
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BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox); |
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boolean intersects = splitBB.intersects(occBox); |
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if (!intersects && occBox instanceof BoundingBox) { |
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BoundingBox occBB = (BoundingBox) occBox; |
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//Kirill 01/10/2011
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// Extend the occluder further into the frustum
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// This fixes shadow dissapearing issues when
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// the caster itself is not in the view camera
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// but its shadow is in the camera
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// The number is in world units
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occBB.setZExtent(occBB.getZExtent() + 50); |
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occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25)); |
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if (splitBB.intersects(occBB)) { |
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//Nehon : prevent NaN and infinity values to screw the final bounding box
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if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) { |
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// To prevent extending the depth range too much
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// We return the bound to its former shape
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// Before adding it
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occBB.setZExtent(occBB.getZExtent() - 50); |
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occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25)); |
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casterBB.mergeLocal(occBox); |
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casterCount++; |
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} |
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if (splitOccluders != null) { |
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splitOccluders.add(occluder); |
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} |
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} |
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} else if (intersects) { |
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casterBB.mergeLocal(occBox); |
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casterCount++; |
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if (splitOccluders != null) { |
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splitOccluders.add(occluder); |
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} |
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} |
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} |
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//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
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//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
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if (casterCount != receiverCount) { |
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if (casterCount != receiverCount) { |
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@ -526,6 +611,23 @@ public class ShadowUtil { |
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} |
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} |
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/** |
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* Updates the shadow camera to properly contain the given points (which |
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* contain the eye camera frustum corners) and the shadow occluder objects. |
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* |
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* Render Shadow optimization to traverse the scene hierarchy instead of using the whole, but flattened, scene |
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*/ |
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public static void updateShadowCameraFromRoot(Spatial rootScene, |
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GeometryList receivers, |
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Camera shadowCam, |
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Vector3f[] points, |
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GeometryList splitOccluders, |
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float shadowMapSize) { |
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ShadowUtil.rootScene = rootScene; |
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ShadowUtil.updateShadowCamera(null, receivers, shadowCam, points, splitOccluders, shadowMapSize); |
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ShadowUtil.rootScene = null; |
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} |
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/** |
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/** |
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* Populates the outputGeometryList with the geometry of the |
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* Populates the outputGeometryList with the geometry of the |
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* inputGeomtryList that are in the frustum of the given camera |
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* inputGeomtryList that are in the frustum of the given camera |
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@ -551,10 +653,75 @@ public class ShadowUtil { |
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} |
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} |
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/** |
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* Populates the outputGeometryList with the geometries of the children |
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* of OccludersExtractor.rootScene node that are in the frustum of the given camera |
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* |
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* @param camera the camera to check geometries against |
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* @param outputGeometryList the list of all geometries that are in the |
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* camera frustum |
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*/ |
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public static void getGeometriesInCamFrustum(Spatial rootScene, Camera camera, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { |
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if (rootScene != null && rootScene instanceof Node) { |
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int planeState = camera.getPlaneState(); |
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addGeometriesInCamFrustumFromNode(camera, (Node)rootScene, mode, outputGeometryList); |
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camera.setPlaneState(planeState); |
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} |
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} |
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/** |
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* Helper function to distinguish between Occluders and Receivers |
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* |
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* @param shadowMode the ShadowMode tested |
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* @param desired the desired ShadowMode |
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* @return true if tested ShadowMode matches the desired one |
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*/ |
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static private boolean checkShadowMode(RenderQueue.ShadowMode shadowMode, RenderQueue.ShadowMode desired) |
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{ |
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if (shadowMode != RenderQueue.ShadowMode.Off) |
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{ |
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switch (desired) { |
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case Cast : |
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return shadowMode==RenderQueue.ShadowMode.Cast || shadowMode==RenderQueue.ShadowMode.CastAndReceive; |
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case Receive: |
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return shadowMode==RenderQueue.ShadowMode.Receive || shadowMode==RenderQueue.ShadowMode.CastAndReceive; |
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case CastAndReceive: |
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return true; |
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} |
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} |
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return false; |
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} |
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/** |
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* Helper function used to recursively populate the outputGeometryList |
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* with geometry children of scene node |
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* |
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* @param camera |
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* @param scene |
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* @param outputGeometryList |
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*/ |
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private static void addGeometriesInCamFrustumFromNode(Camera camera, Node scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { |
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if (scene.getCullHint() == Spatial.CullHint.Always) return; |
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camera.setPlaneState(0); |
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if (camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) { |
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for (Spatial child: scene.getChildren()) { |
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if (child instanceof Node) addGeometriesInCamFrustumFromNode(camera, (Node)child, mode, outputGeometryList); |
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else if (child instanceof Geometry && child.getCullHint() != Spatial.CullHint.Always) { |
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camera.setPlaneState(0); |
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if (checkShadowMode(child.getShadowMode(), mode) && |
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!((Geometry)child).isGrouped() && |
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camera.contains(child.getWorldBound()) != Camera.FrustumIntersect.Outside) { |
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outputGeometryList.add((Geometry)child); |
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} |
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} |
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} |
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} |
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} |
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/** |
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/** |
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* Populates the outputGeometryList with the geometry of the |
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* Populates the outputGeometryList with the geometry of the |
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* inputGeomtryList that are in the radius of a light. |
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* inputGeomtryList that are in the radius of a light. |
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* The array of camera must be an array of 6 cameara initialized so they represent the light viewspace of a pointlight |
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* The array of camera must be an array of 6 cameras initialized so they represent the light viewspace of a pointlight |
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* |
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* |
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* @param inputGeometryList The list containing all geometry to check |
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* @param inputGeometryList The list containing all geometry to check |
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* against the camera frustum |
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* against the camera frustum |
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@ -581,4 +748,54 @@ public class ShadowUtil { |
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} |
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} |
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} |
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} |
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/** |
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* Populates the outputGeometryList with the geometries of the children |
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* of OccludersExtractor.rootScene node that are both in the frustum of the given vpCamera and some camera inside cameras array. |
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* The array of cameras must be initialized to represent the light viewspace of some light like pointLight or spotLight |
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* |
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* @param camera the viewPort camera |
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* @param cameras the camera array to check geometries against, representing the light viewspace |
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* @param outputGeometryList the output list of all geometries that are in the camera frustum |
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*/ |
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public static void getLitGeometriesInViewPort(Spatial rootScene, Camera vpCamera, Camera[] cameras, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { |
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if (rootScene != null && rootScene instanceof Node) { |
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addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, (Node)rootScene, mode, outputGeometryList); |
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} |
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} |
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/** |
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* Helper function to recursively collect the geometries for getLitGeometriesInViewPort function. |
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* |
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* @param vpCamera the viewPort camera |
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* @param cameras the camera array to check geometries against, representing the light viewspace |
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* @param scene the Node to traverse or geometry to possibly add |
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* @param outputGeometryList the output list of all geometries that are in the camera frustum |
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*/ |
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|
private static void addGeometriesInCamFrustumAndViewPortFromNode(Camera vpCamera, Camera[] cameras, Spatial scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { |
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if (scene.getCullHint() == Spatial.CullHint.Always) return; |
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|
boolean inFrustum = false; |
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|
for (int j = 0; j < cameras.length && inFrustum == false; j++) { |
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|
Camera camera = cameras[j]; |
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|
int planeState = camera.getPlaneState(); |
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|
|
camera.setPlaneState(0); |
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|
|
inFrustum = camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside && scene.checkCulling(vpCamera); |
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|
|
camera.setPlaneState(planeState); |
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|
} |
|
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|
|
if (inFrustum) { |
|
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|
|
if (scene instanceof Node) |
|
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|
|
{ |
|
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|
|
Node node = (Node)scene; |
|
|
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|
|
for (Spatial child: node.getChildren()) { |
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|
|
addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, child, mode, outputGeometryList); |
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|
} |
|
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|
} |
|
|
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|
|
else if (scene instanceof Geometry) { |
|
|
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|
|
if (checkShadowMode(scene.getShadowMode(), mode) && !((Geometry)scene).isGrouped() ) { |
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|
|
outputGeometryList.add((Geometry)scene); |
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|
} |
|
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|
} |
|
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|
|
} |
|
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|
|
} |
|
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|
|
} |
|
|
|
} |
|
|
|