Beispiel #1
0
  /**
   * Updates the shadow camera to properly contain the given points (which contain the eye camera
   * frustum corners)
   *
   * @param shadowCam
   * @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);

    TempVars vars = TempVars.get();

    Vector3f splitMin = splitBB.getMin(vars.vect1);
    Vector3f splitMax = splitBB.getMax(vars.vect2);

    //        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 = vars.tempMat4;
    cropMatrix.set(
        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);

    vars.release();
    shadowCam.setProjectionMatrix(result);
  }
  public void postQueue(RenderQueue rq) {
    Camera sceneCam = rm.getCurrentCamera();

    // update refraction cam
    refractionCam.setLocation(sceneCam.getLocation());
    refractionCam.setRotation(sceneCam.getRotation());
    refractionCam.setFrustum(
        sceneCam.getFrustumNear(),
        sceneCam.getFrustumFar(),
        sceneCam.getFrustumLeft(),
        sceneCam.getFrustumRight(),
        sceneCam.getFrustumTop(),
        sceneCam.getFrustumBottom());
    refractionCam.setParallelProjection(sceneCam.isParallelProjection());

    // update reflection cam
    WaterUtils.updateReflectionCam(reflectionCam, plane, sceneCam);

    // Rendering reflection and refraction
    rm.renderViewPort(reflectionView, savedTpf);
    rm.renderViewPort(refractionView, savedTpf);
    rm.getRenderer().setFrameBuffer(vp.getOutputFrameBuffer());
    rm.setCamera(sceneCam, false);
  }
Beispiel #3
0
  /**
   * 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.
   *
   * <p>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);
      }
    }
  }
Beispiel #4
0
  /**
   * 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 shadowCam
   * @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);
    }

    // create transform to rotate points to viewspace
    Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();

    BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);

    ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
    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<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
    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);
    }

    TempVars vars = TempVars.get();

    Vector3f casterMin = casterBB.getMin(vars.vect1);
    Vector3f casterMax = casterBB.getMax(vars.vect2);

    Vector3f receiverMin = receiverBB.getMin(vars.vect3);
    Vector3f receiverMax = receiverBB.getMax(vars.vect4);

    Vector3f splitMin = splitBB.getMin(vars.vect5);
    Vector3f splitMax = splitBB.getMax(vars.vect6);

    splitMin.z = 0;

    //        if (!ortho) {
    //            shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
    //        }

    Matrix4f projMatrix = shadowCam.getProjectionMatrix();

    Vector3f cropMin = vars.vect7;
    Vector3f cropMax = vars.vect8;

    // 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 = vars.tempMat4;
    cropMatrix.set(
        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);
    vars.release();

    shadowCam.setProjectionMatrix(result);
  }