public void setLighting(LightList list) {
    // XXX: This is abuse of setLighting() to
    // apply fixed function bindings
    // and do other book keeping.
    if (list == null || list.size() == 0) {
      glDisable(GL_LIGHTING);
      applyFixedFuncBindings(false);
      setModelView(worldMatrix, viewMatrix);
      return;
    }

    // Number of lights set previously
    int numLightsSetPrev = lightList.size();

    // If more than maxLights are defined, they will be ignored.
    // The GL1 renderer is not permitted to crash due to a
    // GL1 limitation. It must render anything that the GL2 renderer
    // can render (even incorrectly).
    lightList.clear();
    materialAmbientColor.set(0, 0, 0, 0);

    for (int i = 0; i < list.size(); i++) {
      Light l = list.get(i);
      if (l.getType() == Light.Type.Ambient) {
        // Gather
        materialAmbientColor.addLocal(l.getColor());
      } else {
        // Add to list
        lightList.add(l);

        // Once maximum lights reached, exit loop.
        if (lightList.size() >= maxLights) {
          break;
        }
      }
    }

    applyFixedFuncBindings(true);

    glEnable(GL_LIGHTING);

    fb16.clear();
    fb16.put(materialAmbientColor.r)
        .put(materialAmbientColor.g)
        .put(materialAmbientColor.b)
        .put(1)
        .flip();

    glLightModel(GL_LIGHT_MODEL_AMBIENT, fb16);

    if (context.matrixMode != GL_MODELVIEW) {
      glMatrixMode(GL_MODELVIEW);
      context.matrixMode = GL_MODELVIEW;
    }
    // Lights are already in world space, so just convert
    // them to view space.
    glLoadMatrix(storeMatrix(viewMatrix, fb16));

    for (int i = 0; i < lightList.size(); i++) {
      int glLightIndex = GL_LIGHT0 + i;
      Light light = lightList.get(i);
      Light.Type lightType = light.getType();
      ColorRGBA col = light.getColor();
      Vector3f pos;

      // Enable the light
      glEnable(glLightIndex);

      // OGL spec states default value for light ambient is black
      switch (lightType) {
        case Directional:
          DirectionalLight dLight = (DirectionalLight) light;

          fb16.clear();
          fb16.put(col.r).put(col.g).put(col.b).put(col.a).flip();
          glLight(glLightIndex, GL_DIFFUSE, fb16);
          glLight(glLightIndex, GL_SPECULAR, fb16);

          pos = tempVec.set(dLight.getDirection()).negateLocal().normalizeLocal();
          fb16.clear();
          fb16.put(pos.x).put(pos.y).put(pos.z).put(0.0f).flip();
          glLight(glLightIndex, GL_POSITION, fb16);
          glLightf(glLightIndex, GL_SPOT_CUTOFF, 180);
          break;
        case Point:
          PointLight pLight = (PointLight) light;

          fb16.clear();
          fb16.put(col.r).put(col.g).put(col.b).put(col.a).flip();
          glLight(glLightIndex, GL_DIFFUSE, fb16);
          glLight(glLightIndex, GL_SPECULAR, fb16);

          pos = pLight.getPosition();
          fb16.clear();
          fb16.put(pos.x).put(pos.y).put(pos.z).put(1.0f).flip();
          glLight(glLightIndex, GL_POSITION, fb16);
          glLightf(glLightIndex, GL_SPOT_CUTOFF, 180);

          if (pLight.getRadius() > 0) {
            // Note: this doesn't follow the same attenuation model
            // as the one used in the lighting shader.
            glLightf(glLightIndex, GL_CONSTANT_ATTENUATION, 1);
            glLightf(glLightIndex, GL_LINEAR_ATTENUATION, pLight.getInvRadius() * 2);
            glLightf(
                glLightIndex,
                GL_QUADRATIC_ATTENUATION,
                pLight.getInvRadius() * pLight.getInvRadius());
          } else {
            glLightf(glLightIndex, GL_CONSTANT_ATTENUATION, 1);
            glLightf(glLightIndex, GL_LINEAR_ATTENUATION, 0);
            glLightf(glLightIndex, GL_QUADRATIC_ATTENUATION, 0);
          }

          break;
        case Spot:
          SpotLight sLight = (SpotLight) light;

          fb16.clear();
          fb16.put(col.r).put(col.g).put(col.b).put(col.a).flip();
          glLight(glLightIndex, GL_DIFFUSE, fb16);
          glLight(glLightIndex, GL_SPECULAR, fb16);

          pos = sLight.getPosition();
          fb16.clear();
          fb16.put(pos.x).put(pos.y).put(pos.z).put(1.0f).flip();
          glLight(glLightIndex, GL_POSITION, fb16);

          Vector3f dir = sLight.getDirection();
          fb16.clear();
          fb16.put(dir.x).put(dir.y).put(dir.z).put(1.0f).flip();
          glLight(glLightIndex, GL_SPOT_DIRECTION, fb16);

          float outerAngleRad = sLight.getSpotOuterAngle();
          float innerAngleRad = sLight.getSpotInnerAngle();
          float spotCut = outerAngleRad * FastMath.RAD_TO_DEG;
          float spotExpo = 0.0f;
          if (outerAngleRad > 0) {
            spotExpo = (1.0f - (innerAngleRad / outerAngleRad)) * 128.0f;
          }

          glLightf(glLightIndex, GL_SPOT_CUTOFF, spotCut);
          glLightf(glLightIndex, GL_SPOT_EXPONENT, spotExpo);

          if (sLight.getSpotRange() > 0) {
            glLightf(glLightIndex, GL_LINEAR_ATTENUATION, sLight.getInvSpotRange());
          } else {
            glLightf(glLightIndex, GL_LINEAR_ATTENUATION, 0);
          }

          break;
        default:
          throw new UnsupportedOperationException("Unrecognized light type: " + lightType);
      }
    }

    // Disable lights after the index
    for (int i = lightList.size(); i < numLightsSetPrev; i++) {
      glDisable(GL_LIGHT0 + i);
    }

    // This will set view matrix as well.
    setModelView(worldMatrix, viewMatrix);
  }
示例#2
0
  /**
   * Uploads the lights in the light list as two uniform arrays.<br>
   * <br>
   * *
   *
   * <p><code>uniform vec4 g_LightColor[numLights];</code><br>
   * // g_LightColor.rgb is the diffuse/specular color of the light.<br>
   * // g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br>
   * // 2 = Spot. <br>
   * <br>
   * <code>uniform vec4 g_LightPosition[numLights];</code><br>
   * // g_LightPosition.xyz is the position of the light (for point lights)<br>
   * // or the direction of the light (for directional lights).<br>
   * // g_LightPosition.w is the inverse radius (1/r) of the light (for attenuation) <br>
   */
  protected void updateLightListUniforms(Shader shader, Geometry g, int numLights) {
    if (numLights == 0) { // this shader does not do lighting, ignore.
      return;
    }

    LightList lightList = g.getWorldLightList();
    Uniform lightColor = shader.getUniform("g_LightColor");
    Uniform lightPos = shader.getUniform("g_LightPosition");
    Uniform lightDir = shader.getUniform("g_LightDirection");
    lightColor.setVector4Length(numLights);
    lightPos.setVector4Length(numLights);
    lightDir.setVector4Length(numLights);

    Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
    ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));

    int lightIndex = 0;

    for (int i = 0; i < numLights; i++) {
      if (lightList.size() <= i) {
        lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
        lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
      } else {
        Light l = lightList.get(i);
        ColorRGBA color = l.getColor();
        lightColor.setVector4InArray(
            color.getRed(), color.getGreen(), color.getBlue(), l.getType().getId(), i);

        switch (l.getType()) {
          case Directional:
            DirectionalLight dl = (DirectionalLight) l;
            Vector3f dir = dl.getDirection();
            lightPos.setVector4InArray(dir.getX(), dir.getY(), dir.getZ(), -1, lightIndex);
            break;
          case Point:
            PointLight pl = (PointLight) l;
            Vector3f pos = pl.getPosition();
            float invRadius = pl.getInvRadius();
            lightPos.setVector4InArray(pos.getX(), pos.getY(), pos.getZ(), invRadius, lightIndex);
            break;
          case Spot:
            SpotLight sl = (SpotLight) l;
            Vector3f pos2 = sl.getPosition();
            Vector3f dir2 = sl.getDirection();
            float invRange = sl.getInvSpotRange();
            float spotAngleCos = sl.getPackedAngleCos();

            lightPos.setVector4InArray(pos2.getX(), pos2.getY(), pos2.getZ(), invRange, lightIndex);
            lightDir.setVector4InArray(
                dir2.getX(), dir2.getY(), dir2.getZ(), spotAngleCos, lightIndex);
            break;
          case Ambient:
            // skip this light. Does not increase lightIndex
            continue;
          default:
            throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
        }
      }

      lightIndex++;
    }

    while (lightIndex < numLights) {
      lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
      lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);

      lightIndex++;
    }
  }
示例#3
0
  protected void renderMultipassLighting(Shader shader, Geometry g, RenderManager rm) {

    Renderer r = rm.getRenderer();
    LightList lightList = g.getWorldLightList();
    Uniform lightDir = shader.getUniform("g_LightDirection");
    Uniform lightColor = shader.getUniform("g_LightColor");
    Uniform lightPos = shader.getUniform("g_LightPosition");
    Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
    boolean isFirstLight = true;
    boolean isSecondLight = false;

    for (int i = 0; i < lightList.size(); i++) {
      Light l = lightList.get(i);
      if (l instanceof AmbientLight) {
        continue;
      }

      if (isFirstLight) {
        // set ambient color for first light only
        ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
        isFirstLight = false;
        isSecondLight = true;
      } else if (isSecondLight) {
        ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
        // apply additive blending for 2nd and future lights
        r.applyRenderState(additiveLight);
        isSecondLight = false;
      }

      TempVars vars = TempVars.get();
      Quaternion tmpLightDirection = vars.quat1;
      Quaternion tmpLightPosition = vars.quat2;
      ColorRGBA tmpLightColor = vars.color;
      Vector4f tmpVec = vars.vect4f;

      ColorRGBA color = l.getColor();
      tmpLightColor.set(color);
      tmpLightColor.a = l.getType().getId();
      lightColor.setValue(VarType.Vector4, tmpLightColor);

      switch (l.getType()) {
        case Directional:
          DirectionalLight dl = (DirectionalLight) l;
          Vector3f dir = dl.getDirection();

          tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
          lightPos.setValue(VarType.Vector4, tmpLightPosition);
          tmpLightDirection.set(0, 0, 0, 0);
          lightDir.setValue(VarType.Vector4, tmpLightDirection);
          break;
        case Point:
          PointLight pl = (PointLight) l;
          Vector3f pos = pl.getPosition();
          float invRadius = pl.getInvRadius();

          tmpLightPosition.set(pos.getX(), pos.getY(), pos.getZ(), invRadius);
          lightPos.setValue(VarType.Vector4, tmpLightPosition);
          tmpLightDirection.set(0, 0, 0, 0);
          lightDir.setValue(VarType.Vector4, tmpLightDirection);
          break;
        case Spot:
          SpotLight sl = (SpotLight) l;
          Vector3f pos2 = sl.getPosition();
          Vector3f dir2 = sl.getDirection();
          float invRange = sl.getInvSpotRange();
          float spotAngleCos = sl.getPackedAngleCos();

          tmpLightPosition.set(pos2.getX(), pos2.getY(), pos2.getZ(), invRange);
          lightPos.setValue(VarType.Vector4, tmpLightPosition);

          // We transform the spot directoin in view space here to save 5 varying later in the
          // lighting shader
          // one vec4 less and a vec4 that becomes a vec3
          // the downside is that spotAngleCos decoding happen now in the frag shader.
          tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0);
          rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
          tmpLightDirection.set(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos);

          lightDir.setValue(VarType.Vector4, tmpLightDirection);

          break;
        default:
          throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
      }
      vars.release();
      r.setShader(shader);
      r.renderMesh(g.getMesh(), g.getLodLevel(), 1);
    }

    if (isFirstLight && lightList.size() > 0) {
      // There are only ambient lights in the scene. Render
      // a dummy "normal light" so we can see the ambient
      ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
      lightColor.setValue(VarType.Vector4, ColorRGBA.BlackNoAlpha);
      lightPos.setValue(VarType.Vector4, nullDirLight);
      r.setShader(shader);
      r.renderMesh(g.getMesh(), g.getLodLevel(), 1);
    }
  }
示例#4
0
 /** @param l */
 public LightModel(Light l) {
   light = l;
   if (!(l instanceof AmbientLight)) {
     symbolMaterial =
         new Material(
             CurrentData.getEditorWindow().getB3DApp().getAssetManager(),
             "Common/MatDefs/Misc/Unshaded.j3md");
     symbolMaterial.setColor("Color", l.getColor());
     representativeMaterial =
         new Material(
             CurrentData.getEditorWindow().getB3DApp().getAssetManager(),
             "Common/MatDefs/Light/Lighting.j3md");
     if (l instanceof DirectionalLight) {
       /*Light*/
       DirectionalLight dLight = (DirectionalLight) l;
       /*Representativ*/
       representativeMaterial.setTexture(
           "DiffuseMap",
           CurrentData.getEditorWindow()
               .getB3DApp()
               .getAssetManager()
               .loadTexture("Textures/showDirectionalLightTexture.PNG"));
       representative = new Geometry("LightModel", new Box(1, 1, 1));
       representative.setMaterial(representativeMaterial);
       /*Symbol*/
       Vector3f end =
           CurrentData.getEditorWindow()
               .getB3DApp()
               .getCamera()
               .getLocation()
               .add(CurrentData.getEditorWindow().getB3DApp().getCamera().getDirection().mult(20))
               .add(dLight.getDirection().mult(100));
       Line symbolMesh = new Line(representative.getWorldTranslation(), end);
       symbolMesh.setPointSize(5);
       symbol = new Geometry("LightSymbol", symbolMesh);
       symbol.setMaterial(symbolMaterial);
     } else if (l instanceof PointLight) {
       PointLight pLight = (PointLight) l;
       representativeMaterial.setTexture(
           "DiffuseMap",
           CurrentData.getEditorWindow()
               .getB3DApp()
               .getAssetManager()
               .loadTexture("Textures/showPointLightTexture.PNG"));
       representative = new Geometry("LightModel", new Box(1, 1, 1));
       representative.setMaterial(representativeMaterial);
       representative.setLocalTranslation(pLight.getPosition());
       symbol = new Geometry("LightSymbol", new Sphere(15, 15, pLight.getRadius()));
       symbol.setMaterial(symbolMaterial);
       symbolMaterial.getAdditionalRenderState().setWireframe(true);
     } else if (l instanceof SpotLight) {
       /*Light*/
       SpotLight sLight = (SpotLight) l;
       /*Representativ*/
       representativeMaterial.setTexture(
           "DiffuseMap",
           CurrentData.getEditorWindow()
               .getB3DApp()
               .getAssetManager()
               .loadTexture("Textures/showSpotLightTexture.PNG"));
       representative = new Geometry("LightModel", new Box(1, 1, 1));
       representative.setLocalTranslation(sLight.getPosition());
       representative.setMaterial(representativeMaterial);
       /*Symbol*/
       Vector3f end = sLight.getPosition().add(sLight.getDirection().mult(sLight.getSpotRange()));
       Line symbolMesh = new Line(representative.getWorldTranslation(), end);
       symbolMesh.setPointSize(5);
       symbol = new Geometry("LightSymbol", symbolMesh);
       symbol.setMaterial(symbolMaterial);
     }
     node.attachChild(representative);
     if (symbol != null) {
       node.attachChild(symbol);
     }
   }
 }