support point light shadows

in-pass-shadows
Kirill Vainer 7 years ago
parent 47b34c6de5
commit ec0fcd24d2
  1. 13
      jme3-core/src/main/java/com/jme3/material/logic/ShadowStaticPassLightingLogic.java
  2. 13
      jme3-core/src/main/java/com/jme3/shadow/next/PreShadowArrayRenderer.java
  3. 99
      jme3-core/src/main/java/com/jme3/shadow/next/array/PointArrayShadowMap.java
  4. 60
      jme3-core/src/main/java/com/jme3/shadow/next/array/PointArrayShadowMapSlice.java

@ -50,6 +50,7 @@ import com.jme3.shader.VarType;
import com.jme3.shadow.next.array.ArrayShadowMap; import com.jme3.shadow.next.array.ArrayShadowMap;
import com.jme3.shadow.next.array.ArrayShadowMapSlice; import com.jme3.shadow.next.array.ArrayShadowMapSlice;
import com.jme3.shadow.next.array.DirectionalArrayShadowMap; import com.jme3.shadow.next.array.DirectionalArrayShadowMap;
import com.jme3.shadow.next.array.PointArrayShadowMap;
import com.jme3.shadow.next.array.SpotArrayShadowMap; import com.jme3.shadow.next.array.SpotArrayShadowMap;
import com.jme3.shadow.next.array.SpotArrayShadowMapSlice; import com.jme3.shadow.next.array.SpotArrayShadowMapSlice;
import com.jme3.texture.TextureArray; import com.jme3.texture.TextureArray;
@ -172,6 +173,18 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
} }
} }
for (int i = 0; i < numShadowPointLights; i++) {
PointArrayShadowMap map = (PointArrayShadowMap) tempPointLights.get(i).getShadowMap();
array = map.getArray();
for (int j = 0; j < map.getNumSlices(); j++) {
ArrayShadowMapSlice slice = (ArrayShadowMapSlice) map.getSlice(j);
shadowMatricesUniform.setMatrix4InArray(
slice.getBiasedViewProjectionMatrix(),
shadowMatrixIndex);
shadowMatrixIndex++;
}
}
for (int i = 0; i < numShadowSpotLights; i++) { for (int i = 0; i < numShadowSpotLights; i++) {
SpotArrayShadowMap map = (SpotArrayShadowMap) tempSpotLights.get(i).getShadowMap(); SpotArrayShadowMap map = (SpotArrayShadowMap) tempSpotLights.get(i).getShadowMap();
array = map.getArray(); array = map.getArray();

@ -34,6 +34,7 @@ package com.jme3.shadow.next;
import com.jme3.shadow.next.pssm.DirectionalShadowParameters; import com.jme3.shadow.next.pssm.DirectionalShadowParameters;
import com.jme3.light.DirectionalLight; import com.jme3.light.DirectionalLight;
import com.jme3.light.Light; import com.jme3.light.Light;
import com.jme3.light.PointLight;
import com.jme3.light.SpotLight; import com.jme3.light.SpotLight;
import com.jme3.material.RenderState; import com.jme3.material.RenderState;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
@ -46,6 +47,7 @@ import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.OpaqueComparator; import com.jme3.renderer.queue.OpaqueComparator;
import com.jme3.renderer.queue.RenderQueue; import com.jme3.renderer.queue.RenderQueue;
import com.jme3.shadow.next.array.DirectionalArrayShadowMap; import com.jme3.shadow.next.array.DirectionalArrayShadowMap;
import com.jme3.shadow.next.array.PointArrayShadowMap;
import com.jme3.shadow.next.array.SpotArrayShadowMap; import com.jme3.shadow.next.array.SpotArrayShadowMap;
import com.jme3.texture.FrameBuffer; import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image; import com.jme3.texture.Image;
@ -150,6 +152,13 @@ public class PreShadowArrayRenderer implements SceneProcessor {
textureSize, textureSize,
directionalParams.getNumSplits()); directionalParams.getNumSplits());
break; break;
case Point:
shadowMap = new PointArrayShadowMap(
(PointLight) light,
array,
nextArraySlice,
textureSize);
break;
case Spot: case Spot:
shadowMap = new SpotArrayShadowMap( shadowMap = new SpotArrayShadowMap(
(SpotLight) light, (SpotLight) light,
@ -202,6 +211,10 @@ public class PreShadowArrayRenderer implements SceneProcessor {
DirectionalArrayShadowMap directionalShadow = (DirectionalArrayShadowMap) shadowMap; DirectionalArrayShadowMap directionalShadow = (DirectionalArrayShadowMap) shadowMap;
directionalShadow.renderShadowMap(renderManager, viewPort, directionalParams, shadowCasters, points); directionalShadow.renderShadowMap(renderManager, viewPort, directionalParams, shadowCasters, points);
break; break;
case Point:
PointArrayShadowMap pointShadow = (PointArrayShadowMap) shadowMap;
pointShadow.renderShadowMap(renderManager, viewPort, shadowCasters);
break;
case Spot: case Spot:
SpotArrayShadowMap spotShadow = (SpotArrayShadowMap) shadowMap; SpotArrayShadowMap spotShadow = (SpotArrayShadowMap) shadowMap;
spotShadow.renderShadowMap(renderManager, viewPort, shadowCasters); spotShadow.renderShadowMap(renderManager, viewPort, shadowCasters);

@ -0,0 +1,99 @@
/*
* Copyright (c) 2009-2017 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
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.shadow.next.array;
import com.jme3.light.Light;
import com.jme3.light.Light.Type;
import com.jme3.light.PointLight;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.texture.TextureArray;
/**
* @author Kirill Vainer
*/
public class PointArrayShadowMap extends BaseArrayShadowMap<PointArrayShadowMapSlice> {
private final PointLight light;
private static final Quaternion[] ROTATIONS = new Quaternion[6];
static {
for (int i = 0; i < ROTATIONS.length; i++) {
ROTATIONS[i] = new Quaternion();
}
// left
ROTATIONS[0].fromAxes(Vector3f.UNIT_Z, Vector3f.UNIT_Y, Vector3f.UNIT_X.mult(-1f));
// right
ROTATIONS[1].fromAxes(Vector3f.UNIT_Z.mult(-1f), Vector3f.UNIT_Y, Vector3f.UNIT_X);
// bottom
ROTATIONS[2].fromAxes(Vector3f.UNIT_X.mult(-1f), Vector3f.UNIT_Z.mult(-1f), Vector3f.UNIT_Y.mult(-1f));
// top
ROTATIONS[3].fromAxes(Vector3f.UNIT_X.mult(-1f), Vector3f.UNIT_Z, Vector3f.UNIT_Y);
// forward
ROTATIONS[4].fromAxes(Vector3f.UNIT_X.mult(-1f), Vector3f.UNIT_Y, Vector3f.UNIT_Z.mult(-1f));
// backward
ROTATIONS[5].fromAxes(Vector3f.UNIT_X, Vector3f.UNIT_Y, Vector3f.UNIT_Z);
}
public PointArrayShadowMap(PointLight light, TextureArray array, int firstArraySlice, int textureSize) {
super(array, firstArraySlice);
this.light = light;
this.slices = new PointArrayShadowMapSlice[6];
for (int i = 0; i < slices.length; i++) {
this.slices[i] = new PointArrayShadowMapSlice(array, firstArraySlice + i, textureSize, ROTATIONS[i]);
}
}
public void renderShadowMap(RenderManager renderManager, ViewPort viewPort, GeometryList shadowCasters) {
for (int i = 0; i < slices.length; i++) {
shadowCasters.clear();
slices[i].updateShadowCamera(viewPort, light, shadowCasters);
slices[i].renderShadowMap(renderManager, light, viewPort, shadowCasters);
}
}
@Override
public Light.Type getLightType() {
return Type.Point;
}
}

@ -0,0 +1,60 @@
/*
* Copyright (c) 2009-2017 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
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.shadow.next.array;
import com.jme3.light.PointLight;
import com.jme3.math.Quaternion;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Spatial;
import com.jme3.shadow.ShadowUtil;
import com.jme3.texture.TextureArray;
/**
* @author Kirill Vainer
*/
public class PointArrayShadowMapSlice extends BaseArrayShadowMapSlice<PointLight> {
public PointArrayShadowMapSlice(TextureArray array, int layer, int textureSize, Quaternion axes) {
super(array, layer, textureSize, false);
shadowCamera.setAxes(axes);
}
public void updateShadowCamera(ViewPort viewPort, PointLight light, GeometryList shadowCasters) {
shadowCamera.setFrustumPerspective(90f, 1f, 0.1f, light.getRadius());
shadowCamera.setLocation(light.getPosition());
for (Spatial scene : viewPort.getScenes()) {
ShadowUtil.getGeometriesInCamFrustum(scene, shadowCamera, ShadowMode.Cast, shadowCasters);
}
}
}
Loading…
Cancel
Save