/**
  * This computes the "C" value in the geomipmapping paper. See section "2.3.1.2 Pre-calculating d"
  *
  * @param cam
  * @param pixelLimit
  * @return
  */
 private float getCameraConstant(Camera cam, float pixelLimit) {
   float n = cam.getFrustumNear();
   float t = FastMath.abs(cam.getFrustumTop());
   float A = n / t;
   float v_res = cam.getHeight();
   float T = (2f * pixelLimit) / v_res;
   return A / T;
 }
Exemplo n.º 2
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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);
  }
Exemplo n.º 3
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  /**
   * 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));
  }
  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);
  }
Exemplo n.º 5
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  /**
   * 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);
      }
    }
  }