Optimize RenderShadow to use scene hierarchy for culling
This commit is contained in:
parent
7fb635a84c
commit
b1f040d8e0
@ -591,6 +591,7 @@ public class RenderManager {
|
||||
* is still rendered in the shadow frustum (shadow casting queue)
|
||||
* through this recursive method.
|
||||
*/
|
||||
@Deprecated
|
||||
private void renderShadow(Spatial s, RenderQueue rq) {
|
||||
if (s instanceof Node) {
|
||||
Node n = (Node) s;
|
||||
@ -681,6 +682,8 @@ public class RenderManager {
|
||||
public void renderScene(Spatial scene, ViewPort vp) {
|
||||
//reset of the camera plane state for proper culling (must be 0 for the first note of the scene to be rendered)
|
||||
vp.getCamera().setPlaneState(0);
|
||||
//remember the scene for possible later use
|
||||
vp.getQueue().setRootScene(scene);
|
||||
//rendering the scene
|
||||
renderSubScene(scene, vp);
|
||||
}
|
||||
@ -690,10 +693,6 @@ public class RenderManager {
|
||||
|
||||
// check culling first.
|
||||
if (!scene.checkCulling(vp.getCamera())) {
|
||||
// move on to shadow-only render
|
||||
if ((scene.getShadowMode() != RenderQueue.ShadowMode.Off || scene instanceof Node) && scene.getCullHint() != Spatial.CullHint.Always) {
|
||||
renderShadow(scene, vp.getQueue());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@ -717,12 +716,6 @@ public class RenderManager {
|
||||
}
|
||||
|
||||
vp.getQueue().addToQueue(gm, scene.getQueueBucket());
|
||||
|
||||
// add to shadow queue if needed
|
||||
RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
|
||||
if (shadowMode != RenderQueue.ShadowMode.Off) {
|
||||
vp.getQueue().addToShadowQueue(gm, shadowMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -50,8 +50,9 @@ public class RenderQueue {
|
||||
private GeometryList transparentList;
|
||||
private GeometryList translucentList;
|
||||
private GeometryList skyList;
|
||||
private GeometryList shadowRecv;
|
||||
private GeometryList shadowCast;
|
||||
@Deprecated private GeometryList shadowRecv;
|
||||
@Deprecated private GeometryList shadowCast;
|
||||
private Spatial rootScene = null;
|
||||
|
||||
/**
|
||||
* Creates a new RenderQueue, the default {@link GeometryComparator comparators}
|
||||
@ -242,21 +243,14 @@ public class RenderQueue {
|
||||
* {@link ShadowMode#CastAndReceive}, it is added to both the cast
|
||||
* and the receive buckets.
|
||||
*/
|
||||
@Deprecated
|
||||
public void addToShadowQueue(Geometry g, ShadowMode shadBucket) {
|
||||
switch (shadBucket) {
|
||||
case Inherit:
|
||||
break;
|
||||
case Off:
|
||||
break;
|
||||
case Cast:
|
||||
shadowCast.add(g);
|
||||
break;
|
||||
case Receive:
|
||||
shadowRecv.add(g);
|
||||
break;
|
||||
case CastAndReceive:
|
||||
shadowCast.add(g);
|
||||
shadowRecv.add(g);
|
||||
break;
|
||||
default:
|
||||
throw new UnsupportedOperationException("Unrecognized shadow bucket type: " + shadBucket);
|
||||
@ -331,6 +325,7 @@ public class RenderQueue {
|
||||
renderGeometryList(list, rm, cam, clear);
|
||||
}
|
||||
|
||||
@Deprecated
|
||||
public void renderShadowQueue(ShadowMode shadBucket, RenderManager rm, Camera cam, boolean clear) {
|
||||
switch (shadBucket) {
|
||||
case Cast:
|
||||
@ -388,6 +383,14 @@ public class RenderQueue {
|
||||
}
|
||||
}
|
||||
|
||||
public void setRootScene(Spatial rs) {
|
||||
rootScene = rs;
|
||||
}
|
||||
|
||||
public Spatial getRootScene() {
|
||||
return rootScene;
|
||||
}
|
||||
|
||||
public void clear() {
|
||||
opaqueList.clear();
|
||||
guiList.clear();
|
||||
|
@ -387,8 +387,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
|
||||
public void postQueue(RenderQueue rq) {
|
||||
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
|
||||
sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive);
|
||||
lightReceivers.clear();
|
||||
skipPostPass = false;
|
||||
if (sceneReceivers.size() == 0 || occluders.size() == 0 || !checkCulling(viewPort.getCamera())) {
|
||||
if ( !checkCulling(viewPort.getCamera()) ) {
|
||||
skipPostPass = true;
|
||||
return;
|
||||
}
|
||||
@ -478,7 +479,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
|
||||
|
||||
if (lightReceivers.size() != 0) {
|
||||
//setting params to recieving geometry list
|
||||
setMatParams();
|
||||
setMatParams(lightReceivers);
|
||||
|
||||
Camera cam = viewPort.getCamera();
|
||||
//some materials in the scene does not have a post shadow technique so we're using the fall back material
|
||||
@ -541,10 +542,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
|
||||
*/
|
||||
protected abstract void setMaterialParameters(Material material);
|
||||
|
||||
private void setMatParams() {
|
||||
|
||||
GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);
|
||||
|
||||
private void setMatParams(GeometryList l) {
|
||||
//iteration throught all the geometries of the list to gather the materials
|
||||
|
||||
matCache.clear();
|
||||
|
@ -40,6 +40,7 @@ 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.texture.FrameBuffer;
|
||||
@ -71,6 +72,9 @@ public class BasicShadowRenderer implements SceneProcessor {
|
||||
protected Texture2D dummyTex;
|
||||
private float shadowMapSize;
|
||||
|
||||
protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
|
||||
protected GeometryList shadowOccluders = new GeometryList(new OpaqueComparator());
|
||||
|
||||
/**
|
||||
* Creates a BasicShadowRenderer
|
||||
* @param manager the asset manager
|
||||
@ -142,15 +146,7 @@ public class BasicShadowRenderer implements SceneProcessor {
|
||||
}
|
||||
|
||||
public void postQueue(RenderQueue rq) {
|
||||
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
|
||||
if (occluders.size() == 0) {
|
||||
noOccluders = true;
|
||||
return;
|
||||
} else {
|
||||
noOccluders = false;
|
||||
}
|
||||
|
||||
GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
|
||||
ShadowUtil.getGeometriesInCamFrustum(rq.getRootScene(), viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
|
||||
|
||||
// update frustum points based on current camera
|
||||
Camera viewCam = viewPort.getCamera();
|
||||
@ -178,7 +174,15 @@ public class BasicShadowRenderer implements SceneProcessor {
|
||||
shadowCam.updateViewProjection();
|
||||
|
||||
// render shadow casters to shadow map
|
||||
ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, shadowMapSize);
|
||||
ShadowUtil.rootScene = rq.getRootScene();
|
||||
ShadowUtil.updateShadowCamera(null, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
|
||||
ShadowUtil.rootScene = null;
|
||||
if (shadowOccluders.size() == 0) {
|
||||
noOccluders = true;
|
||||
return;
|
||||
} else {
|
||||
noOccluders = false;
|
||||
}
|
||||
|
||||
Renderer r = renderManager.getRenderer();
|
||||
renderManager.setCamera(shadowCam, false);
|
||||
@ -186,7 +190,7 @@ public class BasicShadowRenderer implements SceneProcessor {
|
||||
|
||||
r.setFrameBuffer(shadowFB);
|
||||
r.clearBuffers(false, true, false);
|
||||
viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
|
||||
viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true);
|
||||
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
|
||||
|
||||
renderManager.setForcedMaterial(null);
|
||||
@ -205,7 +209,7 @@ public class BasicShadowRenderer implements SceneProcessor {
|
||||
if (!noOccluders) {
|
||||
postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
|
||||
renderManager.setForcedMaterial(postshadowMat);
|
||||
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
|
||||
viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, shadowCam, true);
|
||||
renderManager.setForcedMaterial(null);
|
||||
}
|
||||
}
|
||||
|
@ -42,7 +42,9 @@ import com.jme3.math.ColorRGBA;
|
||||
import com.jme3.math.Vector2f;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.Camera;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.queue.GeometryList;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
import com.jme3.scene.Node;
|
||||
import java.io.IOException;
|
||||
|
||||
@ -179,13 +181,20 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
||||
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, shadowMapOccluders, stabilize?shadowMapSize:0);
|
||||
if (sceneReceivers.size()==0) {
|
||||
ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
|
||||
}
|
||||
ShadowUtil.updateShadowCameraFromRoot(viewPort.getQueue().getRootScene(), sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
|
||||
|
||||
return shadowMapOccluders;
|
||||
}
|
||||
|
||||
@Override
|
||||
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
||||
if (sceneReceivers.size()==0) {
|
||||
ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
|
||||
}
|
||||
lightReceivers = sceneReceivers;
|
||||
return sceneReceivers;
|
||||
}
|
||||
|
||||
|
@ -40,7 +40,10 @@ import com.jme3.light.PointLight;
|
||||
import com.jme3.material.Material;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.Camera;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.queue.GeometryList;
|
||||
import com.jme3.renderer.queue.OpaqueComparator;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
import com.jme3.scene.Geometry;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.util.TempVars;
|
||||
@ -130,14 +133,14 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
|
||||
|
||||
@Override
|
||||
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
|
||||
ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCams[shadowMapIndex], shadowMapOccluders);
|
||||
ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
|
||||
return shadowMapOccluders;
|
||||
}
|
||||
|
||||
@Override
|
||||
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
||||
lightReceivers.clear();
|
||||
ShadowUtil.getGeometriesInLightRadius(sceneReceivers, shadowCams, lightReceivers);
|
||||
ShadowUtil.getLitGeometriesInViewPort(viewPort.getQueue().getRootScene(), viewPort.getCamera(), shadowCams, RenderQueue.ShadowMode.Receive, lightReceivers);
|
||||
return lightReceivers;
|
||||
}
|
||||
|
||||
@ -207,7 +210,7 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
|
||||
oc.write(light, "light", null);
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
*
|
||||
* @param viewCam
|
||||
* @return
|
||||
@ -224,6 +227,5 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
|
||||
boolean intersects = light.intersectsFrustum(cam,vars);
|
||||
vars.release();
|
||||
return intersects;
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -175,6 +175,8 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
protected float fadeLength;
|
||||
protected boolean applyFadeInfo = false;
|
||||
|
||||
protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
|
||||
|
||||
/**
|
||||
* Create a PSSM Shadow Renderer More info on the technique at <a
|
||||
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
|
||||
@ -385,15 +387,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
|
||||
@SuppressWarnings("fallthrough")
|
||||
public void postQueue(RenderQueue rq) {
|
||||
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
|
||||
if (occluders.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
|
||||
if (receivers.size() == 0) {
|
||||
return;
|
||||
}
|
||||
ShadowUtil.getGeometriesInCamFrustum(rq.getRootScene(), viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
|
||||
|
||||
Camera viewCam = viewPort.getCamera();
|
||||
|
||||
@ -437,7 +431,9 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
|
||||
|
||||
//Updating shadow cam with curent split frustra
|
||||
ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders, shadowMapSize);
|
||||
ShadowUtil.rootScene = rq.getRootScene();
|
||||
ShadowUtil.updateShadowCamera(null, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
|
||||
ShadowUtil.rootScene = null;
|
||||
|
||||
//saving light view projection matrix for this split
|
||||
lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
|
||||
@ -460,9 +456,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
|
||||
}
|
||||
debugfrustums = false;
|
||||
if (flushQueues) {
|
||||
occluders.clear();
|
||||
}
|
||||
|
||||
//restore setting for future rendering
|
||||
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
|
||||
renderManager.setForcedMaterial(null);
|
||||
@ -518,7 +512,7 @@ public class PssmShadowRenderer 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);
|
||||
|
||||
//resetting renderManager settings
|
||||
renderManager.setForcedTechnique(null);
|
||||
@ -531,7 +525,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
|
||||
private void setMatParams() {
|
||||
|
||||
GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);
|
||||
GeometryList l = lightReceivers;
|
||||
|
||||
//iteration throught all the geometries of the list to gather the materials
|
||||
|
||||
|
@ -39,8 +39,12 @@ import com.jme3.math.Transform;
|
||||
import com.jme3.math.Vector2f;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.Camera;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.queue.GeometryList;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
import com.jme3.scene.Geometry;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.util.TempVars;
|
||||
import static java.lang.Math.max;
|
||||
import static java.lang.Math.min;
|
||||
@ -344,6 +348,125 @@ public class ShadowUtil {
|
||||
updateShadowCamera(occluders, receivers, shadowCam, points, null, shadowMapSize);
|
||||
}
|
||||
|
||||
/**
|
||||
* OccludersExtractor is a helper class to collect splitOccluders from scene recursively.
|
||||
* It utilizes the scene hierarchy, instead of making the huge flat geometries list first.
|
||||
* Instead of adding all geometries from scene to the RenderQueue.shadowCast and checking
|
||||
* all of them one by one against camera frustum the whole Node is checked first
|
||||
* to hopefully avoid the check on its children.
|
||||
*/
|
||||
static public Spatial rootScene = null; // static global used for OccludersExtractor in order not to change public ShadoUtil.updateShadowCamera interface
|
||||
public static class OccludersExtractor
|
||||
{
|
||||
// global variables set in order not to have recursive addOccluders method with too many parameters
|
||||
Matrix4f viewProjMatrix;
|
||||
public Integer casterCount;
|
||||
BoundingBox splitBB, casterBB;
|
||||
GeometryList splitOccluders;
|
||||
TempVars vars;
|
||||
|
||||
public OccludersExtractor() {}
|
||||
|
||||
// initialize the global OccludersExtractor variables
|
||||
public OccludersExtractor(Matrix4f vpm, int cc, BoundingBox sBB, BoundingBox cBB, GeometryList sOCC, TempVars v) {
|
||||
viewProjMatrix = vpm;
|
||||
casterCount = cc;
|
||||
splitBB = sBB;
|
||||
casterBB = cBB;
|
||||
splitOccluders = sOCC;
|
||||
vars = v;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check the rootScene against camera frustum and if intersects process it recursively.
|
||||
* The global OccludersExtractor variables need to be initialized first.
|
||||
* The {@link OccludersExtractor#rootScene} need to be set before the call to {@link ShadowUtil#updateShadowCamera}
|
||||
* Variables are updated and used in {@link ShadowUtil#updateShadowCamera} at last.
|
||||
*/
|
||||
public int addOccluders() {
|
||||
if ( rootScene != null ) addOccluders(rootScene);
|
||||
return casterCount;
|
||||
}
|
||||
|
||||
private void addOccluders(Spatial scene) {
|
||||
if (scene.getCullHint() == Spatial.CullHint.Always) return;
|
||||
|
||||
RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
|
||||
if ( scene instanceof Geometry )
|
||||
{
|
||||
// convert bounding box to light's viewproj space
|
||||
Geometry occluder = (Geometry)scene;
|
||||
if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive
|
||||
&& !occluder.isGrouped() && occluder.getWorldBound()!=null) {
|
||||
BoundingVolume bv = occluder.getWorldBound();
|
||||
BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox);
|
||||
|
||||
boolean intersects = splitBB.intersects(occBox);
|
||||
if (!intersects && occBox instanceof BoundingBox) {
|
||||
BoundingBox occBB = (BoundingBox) occBox;
|
||||
//Kirill 01/10/2011
|
||||
// Extend the occluder further into the frustum
|
||||
// This fixes shadow dissapearing issues when
|
||||
// the caster itself is not in the view camera
|
||||
// but its shadow is in the camera
|
||||
// The number is in world units
|
||||
occBB.setZExtent(occBB.getZExtent() + 50);
|
||||
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
||||
if (splitBB.intersects(occBB)) {
|
||||
//Nehon : prevent NaN and infinity values to screw the final bounding box
|
||||
if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) {
|
||||
// To prevent extending the depth range too much
|
||||
// We return the bound to its former shape
|
||||
// Before adding it
|
||||
occBB.setZExtent(occBB.getZExtent() - 50);
|
||||
occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
|
||||
casterBB.mergeLocal(occBox);
|
||||
casterCount++;
|
||||
}
|
||||
if (splitOccluders != null) {
|
||||
splitOccluders.add(occluder);
|
||||
}
|
||||
}
|
||||
} else if (intersects) {
|
||||
casterBB.mergeLocal(occBox);
|
||||
casterCount++;
|
||||
if (splitOccluders != null) {
|
||||
splitOccluders.add(occluder);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( scene instanceof Node && ((Node)scene).getWorldBound()!=null )
|
||||
{
|
||||
Node nodeOcc = (Node)scene;
|
||||
boolean intersects = false;
|
||||
// some
|
||||
BoundingVolume bv = nodeOcc.getWorldBound();
|
||||
BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox);
|
||||
|
||||
intersects = splitBB.intersects(occBox);
|
||||
if (!intersects && occBox instanceof BoundingBox) {
|
||||
BoundingBox occBB = (BoundingBox) occBox;
|
||||
//Kirill 01/10/2011
|
||||
// Extend the occluder further into the frustum
|
||||
// This fixes shadow dissapearing issues when
|
||||
// the caster itself is not in the view camera
|
||||
// but its shadow is in the camera
|
||||
// The number is in world units
|
||||
occBB.setZExtent(occBB.getZExtent() + 50);
|
||||
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
||||
intersects = splitBB.intersects(occBB);
|
||||
}
|
||||
|
||||
if ( intersects ) {
|
||||
for (Spatial child : ((Node)scene).getChildren()) {
|
||||
addOccluders(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the shadow camera to properly contain the given points (which
|
||||
* contain the eye camera frustum corners) and the shadow occluder objects.
|
||||
@ -394,47 +517,9 @@ public class ShadowUtil {
|
||||
}
|
||||
}
|
||||
|
||||
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, vars.bbox);
|
||||
|
||||
boolean intersects = splitBB.intersects(occBox);
|
||||
if (!intersects && occBox instanceof BoundingBox) {
|
||||
BoundingBox occBB = (BoundingBox) occBox;
|
||||
//Kirill 01/10/2011
|
||||
// Extend the occluder further into the frustum
|
||||
// This fixes shadow dissapearing issues when
|
||||
// the caster itself is not in the view camera
|
||||
// but its shadow is in the camera
|
||||
// The number is in world units
|
||||
occBB.setZExtent(occBB.getZExtent() + 50);
|
||||
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
|
||||
if (splitBB.intersects(occBB)) {
|
||||
//Nehon : prevent NaN and infinity values to screw the final bounding box
|
||||
if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) {
|
||||
// To prevent extending the depth range too much
|
||||
// We return the bound to its former shape
|
||||
// Before adding it
|
||||
occBB.setZExtent(occBB.getZExtent() - 50);
|
||||
occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
|
||||
casterBB.mergeLocal(occBox);
|
||||
casterCount++;
|
||||
}
|
||||
if (splitOccluders != null) {
|
||||
splitOccluders.add(occluder);
|
||||
}
|
||||
|
||||
}
|
||||
} else if (intersects) {
|
||||
casterBB.mergeLocal(occBox);
|
||||
casterCount++;
|
||||
if (splitOccluders != null) {
|
||||
splitOccluders.add(occluder);
|
||||
}
|
||||
}
|
||||
}
|
||||
// collect splitOccluders through scene recursive traverse
|
||||
OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
|
||||
casterCount = occExt.addOccluders(); // the rootScene inside
|
||||
|
||||
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
|
||||
if (casterCount != receiverCount) {
|
||||
@ -526,6 +611,23 @@ 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.
|
||||
*
|
||||
* Render Shadow optimization to traverse the scene hierarchy instead of using the whole, but flattened, scene
|
||||
*/
|
||||
public static void updateShadowCameraFromRoot(Spatial rootScene,
|
||||
GeometryList receivers,
|
||||
Camera shadowCam,
|
||||
Vector3f[] points,
|
||||
GeometryList splitOccluders,
|
||||
float shadowMapSize) {
|
||||
ShadowUtil.rootScene = rootScene;
|
||||
ShadowUtil.updateShadowCamera(null, receivers, shadowCam, points, splitOccluders, shadowMapSize);
|
||||
ShadowUtil.rootScene = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Populates the outputGeometryList with the geometry of the
|
||||
* inputGeomtryList that are in the frustum of the given camera
|
||||
@ -551,10 +653,75 @@ public class ShadowUtil {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Populates the outputGeometryList with the geometries of the children
|
||||
* of OccludersExtractor.rootScene node that are in the frustum of the given camera
|
||||
*
|
||||
* @param camera the camera to check geometries against
|
||||
* @param outputGeometryList the list of all geometries that are in the
|
||||
* camera frustum
|
||||
*/
|
||||
public static void getGeometriesInCamFrustum(Spatial rootScene, Camera camera, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||
if (rootScene != null && rootScene instanceof Node) {
|
||||
int planeState = camera.getPlaneState();
|
||||
addGeometriesInCamFrustumFromNode(camera, (Node)rootScene, mode, outputGeometryList);
|
||||
camera.setPlaneState(planeState);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to distinguish between Occluders and Receivers
|
||||
*
|
||||
* @param shadowMode the ShadowMode tested
|
||||
* @param desired the desired ShadowMode
|
||||
* @return true if tested ShadowMode matches the desired one
|
||||
*/
|
||||
static private boolean checkShadowMode(RenderQueue.ShadowMode shadowMode, RenderQueue.ShadowMode desired)
|
||||
{
|
||||
if (shadowMode != RenderQueue.ShadowMode.Off)
|
||||
{
|
||||
switch (desired) {
|
||||
case Cast :
|
||||
return shadowMode==RenderQueue.ShadowMode.Cast || shadowMode==RenderQueue.ShadowMode.CastAndReceive;
|
||||
case Receive:
|
||||
return shadowMode==RenderQueue.ShadowMode.Receive || shadowMode==RenderQueue.ShadowMode.CastAndReceive;
|
||||
case CastAndReceive:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function used to recursively populate the outputGeometryList
|
||||
* with geometry children of scene node
|
||||
*
|
||||
* @param camera
|
||||
* @param scene
|
||||
* @param outputGeometryList
|
||||
*/
|
||||
private static void addGeometriesInCamFrustumFromNode(Camera camera, Node scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||
if (scene.getCullHint() == Spatial.CullHint.Always) return;
|
||||
camera.setPlaneState(0);
|
||||
if (camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) {
|
||||
for (Spatial child: scene.getChildren()) {
|
||||
if (child instanceof Node) addGeometriesInCamFrustumFromNode(camera, (Node)child, mode, outputGeometryList);
|
||||
else if (child instanceof Geometry && child.getCullHint() != Spatial.CullHint.Always) {
|
||||
camera.setPlaneState(0);
|
||||
if (checkShadowMode(child.getShadowMode(), mode) &&
|
||||
!((Geometry)child).isGrouped() &&
|
||||
camera.contains(child.getWorldBound()) != Camera.FrustumIntersect.Outside) {
|
||||
outputGeometryList.add((Geometry)child);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
* The array of camera must be an array of 6 cameras initialized so they represent the light viewspace of a pointlight
|
||||
*
|
||||
* @param inputGeometryList The list containing all geometry to check
|
||||
* against the camera frustum
|
||||
@ -581,4 +748,54 @@ public class ShadowUtil {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Populates the outputGeometryList with the geometries of the children
|
||||
* of OccludersExtractor.rootScene node that are both in the frustum of the given vpCamera and some camera inside cameras array.
|
||||
* The array of cameras must be initialized to represent the light viewspace of some light like pointLight or spotLight
|
||||
*
|
||||
* @param camera the viewPort camera
|
||||
* @param cameras the camera array to check geometries against, representing the light viewspace
|
||||
* @param outputGeometryList the output list of all geometries that are in the camera frustum
|
||||
*/
|
||||
public static void getLitGeometriesInViewPort(Spatial rootScene, Camera vpCamera, Camera[] cameras, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||
if (rootScene != null && rootScene instanceof Node) {
|
||||
addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, (Node)rootScene, mode, outputGeometryList);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Helper function to recursively collect the geometries for getLitGeometriesInViewPort function.
|
||||
*
|
||||
* @param vpCamera the viewPort camera
|
||||
* @param cameras the camera array to check geometries against, representing the light viewspace
|
||||
* @param scene the Node to traverse or geometry to possibly add
|
||||
* @param outputGeometryList the output list of all geometries that are in the camera frustum
|
||||
*/
|
||||
private static void addGeometriesInCamFrustumAndViewPortFromNode(Camera vpCamera, Camera[] cameras, Spatial scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) {
|
||||
if (scene.getCullHint() == Spatial.CullHint.Always) return;
|
||||
|
||||
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(scene.getWorldBound()) != Camera.FrustumIntersect.Outside && scene.checkCulling(vpCamera);
|
||||
camera.setPlaneState(planeState);
|
||||
}
|
||||
if (inFrustum) {
|
||||
if (scene instanceof Node)
|
||||
{
|
||||
Node node = (Node)scene;
|
||||
for (Spatial child: node.getChildren()) {
|
||||
addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, child, mode, outputGeometryList);
|
||||
}
|
||||
}
|
||||
else if (scene instanceof Geometry) {
|
||||
if (checkShadowMode(scene.getShadowMode(), mode) && !((Geometry)scene).isGrouped() ) {
|
||||
outputGeometryList.add((Geometry)scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -42,7 +42,9 @@ import com.jme3.math.FastMath;
|
||||
import com.jme3.math.Vector2f;
|
||||
import com.jme3.math.Vector3f;
|
||||
import com.jme3.renderer.Camera;
|
||||
import com.jme3.renderer.RenderManager;
|
||||
import com.jme3.renderer.queue.GeometryList;
|
||||
import com.jme3.renderer.queue.RenderQueue;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.util.TempVars;
|
||||
import java.io.IOException;
|
||||
@ -142,14 +144,16 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
|
||||
|
||||
@Override
|
||||
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders) {
|
||||
ShadowUtil.getGeometriesInCamFrustum(sceneOccluders, shadowCam, shadowMapOccluders);
|
||||
ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
|
||||
return shadowMapOccluders;
|
||||
}
|
||||
|
||||
@Override
|
||||
GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
|
||||
lightReceivers.clear();
|
||||
ShadowUtil.getGeometriesInCamFrustum(sceneReceivers, shadowCam, lightReceivers);
|
||||
Camera[] cameras = new Camera[1];
|
||||
cameras[0] = shadowCam;
|
||||
ShadowUtil.getLitGeometriesInViewPort(viewPort.getQueue().getRootScene(), viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers);
|
||||
return lightReceivers;
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user