Fixed an issue where you couldn't chain several shadow renderers. Thanks to Perjin for narrowing down the issue.

Now a shadow renderer properly cleanup the parameters set to a material when the post shadow pass in done
experimental
Nehon 11 years ago
parent 67f402df75
commit d8bbb4e9f9
  1. 30
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
  2. 5
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java
  3. 5
      jme3-core/src/main/java/com/jme3/shadow/PointLightShadowRenderer.java
  4. 6
      jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java
  5. 182
      jme3-examples/src/main/java/jme3test/light/TestPointDirectionalAndSpotLightShadows.java

@ -485,13 +485,41 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
renderManager.setForcedMaterial(null); renderManager.setForcedMaterial(null);
renderManager.setCamera(cam, false); renderManager.setCamera(cam, false);
//clearing the params in case there are some other shadow renderers
clearMatParams();
} }
} }
/**
* This method is called once per frame and is responsible for clearing any
* material parameters that subclasses may need to clear on the post material.
*
* @param material the material that was used for the post shadow pass
*/
protected abstract void clearMaterialParameters(Material material);
private void clearMatParams(){
for (Material mat : matCache) {
//clearing only necessary params, the others may be set by other
//renderers
//Note that j start at 1 because other shadow renderers will have
//at least 1 shadow map and will set it on each frame anyway.
for (int j = 1; j < nbShadowMaps; j++) {
mat.clearParam(lightViewStringCache[j]);
}
for (int j = 1; j < nbShadowMaps; j++) {
mat.clearParam(shadowMapStringCache[j]);
}
clearMaterialParameters(mat);
}
//No need to clear the postShadowMat params as the instance is locale to each renderer
}
/** /**
* This method is called once per frame and is responsible for setting any * This method is called once per frame and is responsible for setting any
* material parameters than subclass may need to set on the post material. * material parameters that subclasses may need to set on the post material.
* *
* @param material the material to use for the post shadow pass * @param material the material to use for the post shadow pass
*/ */

@ -202,6 +202,11 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
material.setColor("Splits", splits); material.setColor("Splits", splits);
} }
@Override
protected void clearMaterialParameters(Material material) {
material.clearParam("Splits");
}
/** /**
* returns the labda parameter see #setLambda(float lambda) * returns the labda parameter see #setLambda(float lambda)
* *

@ -160,6 +160,11 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
material.setVector3("LightPos", light.getPosition()); material.setVector3("LightPos", light.getPosition());
} }
@Override
protected void clearMaterialParameters(Material material) {
material.clearParam("LightPos");
}
/** /**
* gets the point light used to cast shadows with this processor * gets the point light used to cast shadows with this processor
* *

@ -168,6 +168,12 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
material.setVector3("LightDir", light.getDirection()); material.setVector3("LightDir", light.getDirection());
} }
@Override
protected void clearMaterialParameters(Material material) {
material.clearParam("LightPos");
material.clearParam("LightDir");
}
/** /**
* How far the shadows are rendered in the view * How far the shadows are rendered in the view
* *

@ -0,0 +1,182 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.light;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.light.PointLight;
import com.jme3.light.SpotLight;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.shadow.DirectionalLightShadowFilter;
import com.jme3.shadow.DirectionalLightShadowRenderer;
import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.shadow.PointLightShadowFilter;
import com.jme3.shadow.PointLightShadowRenderer;
import com.jme3.shadow.SpotLightShadowFilter;
import com.jme3.shadow.SpotLightShadowRenderer;
public class TestPointDirectionalAndSpotLightShadows extends SimpleApplication {
public static final int SHADOWMAP_SIZE = 512;
public static void main(String[] args) {
TestPointDirectionalAndSpotLightShadows app = new TestPointDirectionalAndSpotLightShadows();
app.start();
}
Node lightNode;
PointLightShadowRenderer plsr;
PointLightShadowFilter plsf;
DirectionalLightShadowRenderer dlsr;
DirectionalLightShadowFilter dlsf;
SpotLightShadowRenderer slsr;
SpotLightShadowFilter slsf;
SpotLight spotLight;
boolean useFilter = false;
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(10);
cam.setLocation(new Vector3f(0.040581334f, 1.7745866f, 6.155161f));
cam.setRotation(new Quaternion(4.3868728E-5f, 0.9999293f, -0.011230096f, 0.0039059948f));
Node scene = (Node) assetManager.loadModel("Models/Test/CornellBox.j3o");
scene.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
rootNode.attachChild(scene);
rootNode.getChild("Cube").setShadowMode(RenderQueue.ShadowMode.Receive);
lightNode = (Node) rootNode.getChild("Lamp");
Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
//Geometry lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
lightMdl.setShadowMode(RenderQueue.ShadowMode.Off);
lightNode.attachChild(lightMdl);
//lightMdl.setLocalTranslation(lightNode.getLocalTranslation());
Geometry box = new Geometry("box", new Box(0.2f, 0.2f, 0.2f));
//Geometry lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
box.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
box.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
rootNode.attachChild(box);
box.setLocalTranslation(-1f, 0.5f, -2);
((PointLight) scene.getLocalLightList().get(0)).setColor(ColorRGBA.Red);
plsr = new PointLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
plsr.setLight((PointLight) scene.getLocalLightList().get(0));
plsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
plsf = new PointLightShadowFilter(assetManager, SHADOWMAP_SIZE);
plsf.setLight((PointLight) scene.getLocalLightList().get(0));
plsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
plsf.setEnabled(useFilter);
//DIRECTIONAL LIGHT
DirectionalLight directionalLight = new DirectionalLight();
rootNode.addLight(directionalLight);
directionalLight.setColor(ColorRGBA.Blue);
directionalLight.setDirection(new Vector3f(-1f, -.2f, 0f));
dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE*2, 4);
dlsr.setLight(directionalLight);
dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE*2, 4);
dlsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
dlsf.setLight(directionalLight);
dlsf.setEnabled(useFilter);
//SPOT LIGHT
spotLight = new SpotLight();
spotLight.setDirection(new Vector3f(1f,-1f,0f));
spotLight.setPosition(new Vector3f(-1f,3f,0f));
spotLight.setSpotOuterAngle(0.5f);
spotLight.setColor(ColorRGBA.Green);
Sphere sphere = new Sphere(8, 8, .1f);
Geometry sphereGeometry = new Geometry("Sphere", sphere);
sphereGeometry.setLocalTranslation(-1f, 3f, 0f);
sphereGeometry.setMaterial(assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"));
rootNode.attachChild(sphereGeometry);
rootNode.addLight(spotLight);
slsr = new SpotLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
slsr.setLight(spotLight);
slsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
slsf = new SpotLightShadowFilter(assetManager, SHADOWMAP_SIZE);
slsf.setLight(spotLight);
slsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
slsf.setEnabled(useFilter);
slsr.setFlushQueues(false);
plsr.setFlushQueues(false);
dlsr.setFlushQueues(true);
slsf.setFlushQueues(false);
plsf.setFlushQueues(false);
dlsf.setFlushQueues(true);
if (!useFilter)viewPort.addProcessor(slsr);
if (!useFilter)viewPort.addProcessor(plsr);
if (!useFilter)viewPort.addProcessor(dlsr);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(plsf);
fpp.addFilter(dlsf);
fpp.addFilter(slsf);
viewPort.addProcessor(fpp);
ShadowTestUIManager uiMan = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
ShadowTestUIManager uiManPls = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
ShadowTestUIManager uiManDls = new ShadowTestUIManager(assetManager, dlsr, dlsf, guiNode, inputManager, viewPort);
ShadowTestUIManager uiManSls = new ShadowTestUIManager(assetManager, slsr, slsf, guiNode, inputManager, viewPort);
}
float timeElapsed = 0.0f;
@Override
public void simpleUpdate(float tpf) {
timeElapsed += tpf;
lightNode.setLocalTranslation(FastMath.cos(timeElapsed), lightNode.getLocalTranslation().y, FastMath.sin(timeElapsed));
spotLight.setDirection(new Vector3f(FastMath.cos(-timeElapsed*.7f), -1.0f, FastMath.sin(-timeElapsed*.7f)));
}
}
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