/* * Copyright (c) 2009-2010 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; import com.jme3.bounding.BoundingBox; import com.jme3.bounding.BoundingVolume; import com.jme3.math.Matrix4f; import com.jme3.math.Transform; import com.jme3.math.Vector2f; import com.jme3.math.Vector3f; import com.jme3.renderer.Camera; import com.jme3.renderer.queue.GeometryList; import com.jme3.scene.Geometry; import java.util.ArrayList; import java.util.List; import static java.lang.Math.*; /** * Includes various useful shadow mapping functions. * * See: * http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/ * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html * for more info. */ public class ShadowUtil { /** * Updates a points arrays with the frustum corners of the provided camera. * @param viewCam * @param points */ public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) { int w = viewCam.getWidth(); int h = viewCam.getHeight(); float n = viewCam.getFrustumNear(); float f = viewCam.getFrustumFar(); points[0].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), n)); points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), n)); points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), n)); points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), n)); points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), f)); points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), f)); points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), f)); points[7].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), f)); } /** * Updates the points array to contain the frustum corners of the given * camera. The nearOverride and farOverride variables can be used * to override the camera's near/far values with own values. * * TODO: Reduce creation of new vectors * * @param viewCam * @param nearOverride * @param farOverride */ public static void updateFrustumPoints(Camera viewCam, float nearOverride, float farOverride, float scale, Vector3f[] points) { Vector3f pos = viewCam.getLocation(); Vector3f dir = viewCam.getDirection(); Vector3f up = viewCam.getUp(); float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear(); float near = nearOverride; float far = farOverride; float ftop = viewCam.getFrustumTop(); float fright = viewCam.getFrustumRight(); float ratio = fright / ftop; float near_height; float near_width; float far_height; float far_width; if (viewCam.isParallelProjection()) { near_height = ftop; near_width = near_height * ratio; far_height = ftop; far_width = far_height * ratio; } else { near_height = depthHeightRatio * near; near_width = near_height * ratio; far_height = depthHeightRatio * far; far_width = far_height * ratio; } Vector3f right = dir.cross(up).normalizeLocal(); Vector3f temp = new Vector3f(); temp.set(dir).multLocal(far).addLocal(pos); Vector3f farCenter = temp.clone(); temp.set(dir).multLocal(near).addLocal(pos); Vector3f nearCenter = temp.clone(); Vector3f nearUp = temp.set(up).multLocal(near_height).clone(); Vector3f farUp = temp.set(up).multLocal(far_height).clone(); Vector3f nearRight = temp.set(right).multLocal(near_width).clone(); Vector3f farRight = temp.set(right).multLocal(far_width).clone(); points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight); points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight); points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight); points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight); points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight); points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight); points[6].set(farCenter).addLocal(farUp).addLocal(farRight); points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight); if (scale != 1.0f) { // find center of frustum Vector3f center = new Vector3f(); for (int i = 0; i < 8; i++) { center.addLocal(points[i]); } center.divideLocal(8f); Vector3f cDir = new Vector3f(); for (int i = 0; i < 8; i++) { cDir.set(points[i]).subtractLocal(center); cDir.multLocal(scale - 1.0f); points[i].addLocal(cDir); } } } /** * Compute bounds of a geomList * @param list * @param transform * @return */ public static BoundingBox computeUnionBound(GeometryList list, Transform transform) { BoundingBox bbox = new BoundingBox(); for (int i = 0; i < list.size(); i++) { BoundingVolume vol = list.get(i).getWorldBound(); BoundingVolume newVol = vol.transform(transform); //Nehon : prevent NaN and infinity values to screw the final bounding box if (newVol.getCenter().x != Float.NaN && newVol.getCenter().x != Float.POSITIVE_INFINITY && newVol.getCenter().x != Float.NEGATIVE_INFINITY) { bbox.mergeLocal(newVol); } } return bbox; } /** * Compute bounds of a geomList * @param list * @param mat * @return */ public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) { BoundingBox bbox = new BoundingBox(); BoundingVolume store = null; for (int i = 0; i < list.size(); i++) { BoundingVolume vol = list.get(i).getWorldBound(); store = vol.clone().transform(mat, null); //Nehon : prevent NaN and infinity values to screw the final bounding box if (store.getCenter().x != Float.NaN && store.getCenter().x != Float.POSITIVE_INFINITY && store.getCenter().x != Float.NEGATIVE_INFINITY) { bbox.mergeLocal(store); } } return bbox; } /** * Computes the bounds of multiple bounding volumes * @param bv * @return */ public static BoundingBox computeUnionBound(List bv) { BoundingBox bbox = new BoundingBox(); for (int i = 0; i < bv.size(); i++) { BoundingVolume vol = bv.get(i); bbox.mergeLocal(vol); } return bbox; } /** * Compute bounds from an array of points * @param pts * @param transform * @return */ public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) { Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY); Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY); Vector3f temp = new Vector3f(); for (int i = 0; i < pts.length; i++) { transform.transformVector(pts[i], temp); min.minLocal(temp); max.maxLocal(temp); } Vector3f center = min.add(max).multLocal(0.5f); Vector3f extent = max.subtract(min).multLocal(0.5f); return new BoundingBox(center, extent.x, extent.y, extent.z); } /** * Compute bounds from an array of points * @param pts * @param mat * @return */ public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) { Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY); Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY); Vector3f temp = new Vector3f(); for (int i = 0; i < pts.length; i++) { float w = mat.multProj(pts[i], temp); temp.x /= w; temp.y /= w; // Why was this commented out? temp.z /= w; min.minLocal(temp); max.maxLocal(temp); } Vector3f center = min.add(max).multLocal(0.5f); Vector3f extent = max.subtract(min).multLocal(0.5f); //Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z + 2.5f); } /** * Updates the shadow camera to properly contain the given * points (which contain the eye camera frustum corners) * * @param occluders * @param lightCam * @param points */ public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); } else { shadowCam.setFrustumPerspective(45, 1, 1, 150); } Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); Matrix4f projMatrix = shadowCam.getProjectionMatrix(); BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); Vector3f splitMin = splitBB.getMin(null); Vector3f splitMax = splitBB.getMax(null); // splitMin.z = 0; // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; scaleX = 2.0f / (splitMax.x - splitMin.x); scaleY = 2.0f / (splitMax.y - splitMin.y); offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX; offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY; scaleZ = 1.0f / (splitMax.z - splitMin.z); offsetZ = -splitMin.z * scaleZ; Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); shadowCam.setProjectionMatrix(result); } /** * Updates the shadow camera to properly contain the given * points (which contain the eye camera frustum corners) and the * shadow occluder objects. * * @param occluders * @param lightCam * @param points */ public static void updateShadowCamera(GeometryList occluders, GeometryList receivers, Camera shadowCam, Vector3f[] points) { updateShadowCamera(occluders, receivers, shadowCam, points, null); } /** * Updates the shadow camera to properly contain the given * points (which contain the eye camera frustum corners) and the * shadow occluder objects. * * @param occluders * @param lightCam * @param points */ public static void updateShadowCamera(GeometryList occluders, GeometryList receivers, Camera shadowCam, Vector3f[] points, GeometryList splitOccluders) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); } else { shadowCam.setFrustumPerspective(45, 1, 1, 150); } // create transform to rotate points to viewspace Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); ArrayList visRecvList = new ArrayList(); for (int i = 0; i < receivers.size(); i++) { // convert bounding box to light's viewproj space Geometry receiver = receivers.get(i); BoundingVolume bv = receiver.getWorldBound(); BoundingVolume recvBox = bv.transform(viewProjMatrix, null); if (splitBB.intersects(recvBox)) { visRecvList.add(recvBox); } } ArrayList visOccList = new ArrayList(); 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, null); 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)) { // 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)); visOccList.add(occBox); if (splitOccluders != null) { splitOccluders.add(occluder); } } } else if (intersects) { visOccList.add(occBox); if (splitOccluders != null) { splitOccluders.add(occluder); } } } BoundingBox casterBB = computeUnionBound(visOccList); BoundingBox receiverBB = computeUnionBound(visRecvList); //Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows if (visOccList.size() != visRecvList.size()) { casterBB.setXExtent(casterBB.getXExtent() + 2.0f); casterBB.setYExtent(casterBB.getYExtent() + 2.0f); casterBB.setZExtent(casterBB.getZExtent() + 2.0f); } Vector3f casterMin = casterBB.getMin(null); Vector3f casterMax = casterBB.getMax(null); Vector3f receiverMin = receiverBB.getMin(null); Vector3f receiverMax = receiverBB.getMax(null); Vector3f splitMin = splitBB.getMin(null); Vector3f splitMax = splitBB.getMax(null); splitMin.z = 0; if (!ortho) { shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z); } Matrix4f projMatrix = shadowCam.getProjectionMatrix(); Vector3f cropMin = new Vector3f(); Vector3f cropMax = new Vector3f(); // IMPORTANT: Special handling for Z values cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x); cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x); cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y); cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y); cropMin.z = min(casterMin.z, splitMin.z); cropMax.z = min(receiverMax.z, splitMax.z); // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; scaleX = (2.0f) / (cropMax.x - cropMin.x); scaleY = (2.0f) / (cropMax.y - cropMin.y); offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX; offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY; scaleZ = 1.0f / (cropMax.z - cropMin.z); offsetZ = -cropMin.z * scaleZ; Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); shadowCam.setProjectionMatrix(result); } }