public void postFrame(FrameBuffer out) {

    if (debug) {
      displayShadowMap(renderManager.getRenderer());
    }

    lightReceivers = getReceivers(sceneReceivers, lightReceivers);

    if (lightReceivers.size() != 0) {
      // setting params to recieving geometry list
      setMatParams();

      Camera cam = viewPort.getCamera();
      // some materials in the scene does not have a post shadow technique so we're using the fall
      // back material
      if (needsfallBackMaterial) {
        renderManager.setForcedMaterial(postshadowMat);
      }

      // forcing the post shadow technique and render state
      renderManager.setForcedTechnique(postTechniqueName);

      // rendering the post shadow pass
      viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true);
      if (flushQueues) {
        sceneReceivers.clear();
      }

      // resetting renderManager settings
      renderManager.setForcedTechnique(null);
      renderManager.setForcedMaterial(null);
      renderManager.setCamera(cam, false);
    }
  }
  @SuppressWarnings("fallthrough")
  public void postQueue(RenderQueue rq) {
    GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
    sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive);
    if (sceneReceivers.size() == 0 || occluders.size() == 0) {
      return;
    }

    updateShadowCams(viewPort.getCamera());

    Renderer r = renderManager.getRenderer();
    renderManager.setForcedMaterial(preshadowMat);
    renderManager.setForcedTechnique("PreShadow");

    for (int shadowMapIndex = 0; shadowMapIndex < nbShadowMaps; shadowMapIndex++) {

      if (debugfrustums) {
        doDisplayFrustumDebug(shadowMapIndex);
      }
      renderShadowMap(shadowMapIndex, occluders, sceneReceivers);
    }

    debugfrustums = false;
    if (flushQueues) {
      occluders.clear();
    }
    // restore setting for future rendering
    r.setFrameBuffer(viewPort.getOutputFrameBuffer());
    renderManager.setForcedMaterial(null);
    renderManager.setForcedTechnique(null);
    renderManager.setCamera(viewPort.getCamera(), false);
  }
Esempio n. 3
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 /**
  * Populates the outputGeometryList with the geometry of the inputGeomtryList that are in the
  * frustum of the given camera
  *
  * @param inputGeometryList The list containing all geometry to check against the camera frustum
  * @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(
     GeometryList inputGeometryList, Camera camera, GeometryList outputGeometryList) {
   for (int i = 0; i < inputGeometryList.size(); i++) {
     Geometry g = inputGeometryList.get(i);
     int planeState = camera.getPlaneState();
     camera.setPlaneState(0);
     if (camera.contains(g.getWorldBound()) != Camera.FrustumIntersect.Outside) {
       outputGeometryList.add(g);
     }
     camera.setPlaneState(planeState);
   }
 }
Esempio n. 4
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 /**
  * 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 (!Float.isNaN(newVol.getCenter().x) && !Float.isInfinite(newVol.getCenter().x)) {
       bbox.mergeLocal(newVol);
     }
   }
   return bbox;
 }
Esempio n. 5
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 /**
  * 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 (!Float.isNaN(store.getCenter().x) && !Float.isInfinite(store.getCenter().x)) {
       bbox.mergeLocal(store);
     }
   }
   return bbox;
 }
Esempio n. 6
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  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);

    // update frustum points based on current camera
    Camera viewCam = viewPort.getCamera();
    ShadowUtil.updateFrustumPoints(
        viewCam, viewCam.getFrustumNear(), viewCam.getFrustumFar(), 1.0f, points);

    Vector3f frustaCenter = new Vector3f();
    for (Vector3f point : points) {
      frustaCenter.addLocal(point);
    }
    frustaCenter.multLocal(1f / 8f);

    // update light direction
    shadowCam.setProjectionMatrix(null);
    shadowCam.setParallelProjection(true);
    //        shadowCam.setFrustumPerspective(45, 1, 1, 20);

    shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
    shadowCam.update();
    shadowCam.setLocation(frustaCenter);
    shadowCam.update();
    shadowCam.updateViewProjection();

    // render shadow casters to shadow map
    ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);

    Renderer r = renderManager.getRenderer();
    renderManager.setCamera(shadowCam, false);
    renderManager.setForcedMaterial(preshadowMat);

    r.setFrameBuffer(shadowFB);
    r.clearBuffers(false, true, false);
    viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
    r.setFrameBuffer(viewPort.getOutputFrameBuffer());

    renderManager.setForcedMaterial(null);
    renderManager.setCamera(viewCam, false);
  }
Esempio n. 7
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 /**
  * 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
  *
  * @param inputGeometryList The list containing all geometry to check against the camera frustum
  * @param cameras the camera array to check geometries against
  * @param outputGeometryList the list of all geometries that are in the camera frustum
  */
 public static void getGeometriesInLightRadius(
     GeometryList inputGeometryList, Camera[] cameras, GeometryList outputGeometryList) {
   for (int i = 0; i < inputGeometryList.size(); i++) {
     Geometry g = inputGeometryList.get(i);
     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(g.getWorldBound()) != Camera.FrustumIntersect.Outside;
       camera.setPlaneState(planeState);
     }
     if (inFrustum) {
       outputGeometryList.add(g);
     }
   }
 }
  private void setMatParams() {

    GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);

    // iteration throught all the geometries of the list to gather the materials

    matCache.clear();
    for (int i = 0; i < l.size(); i++) {
      Material mat = l.get(i).getMaterial();
      // checking if the material has the post technique and adding it to the material cache
      if (mat.getMaterialDef().getTechniqueDef(postTechniqueName) != null) {
        if (!matCache.contains(mat)) {
          matCache.add(mat);
        }
      } else {
        needsfallBackMaterial = true;
      }
    }

    // iterating through the mat cache and setting the parameters
    for (Material mat : matCache) {

      mat.setFloat("ShadowMapSize", shadowMapSize);

      for (int j = 0; j < nbShadowMaps; j++) {
        mat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]);
      }
      for (int j = 0; j < nbShadowMaps; j++) {
        mat.setTexture("ShadowMap" + j, shadowMaps[j]);
      }
      mat.setBoolean("HardwareShadows", shadowCompareMode == CompareMode.Hardware);
      mat.setInt("FilterMode", edgeFilteringMode.getMaterialParamValue());
      mat.setFloat("PCFEdge", edgesThickness);
      mat.setFloat("ShadowIntensity", shadowIntensity);

      setMaterialParameters(mat);
    }

    // At least one material of the receiving geoms does not support the post shadow techniques
    // so we fall back to the forced material solution (transparent shadows won't be supported for
    // these objects)
    if (needsfallBackMaterial) {
      setPostShadowParams();
    }
  }
Esempio n. 9
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  /**
   * 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);
  }