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* Copyright (c) 2009-2015 jMonkeyEngine
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package com.jme3.material.logic;
import com.jme3.asset.AssetManager;
import com.jme3.bounding.BoundingSphere;
import com.jme3.light.*;
import com.jme3.material.*;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.*;
import com.jme3.renderer.*;
import com.jme3.scene.Geometry;
import com.jme3.shader.*;
import com.jme3.util.TempVars;
import java.util.EnumSet;
public final class SinglePassAndImageBasedLightingLogic extends DefaultTechniqueDefLogic {
private static final String DEFINE_SINGLE_PASS_LIGHTING = "SINGLE_PASS_LIGHTING";
private static final String DEFINE_NB_LIGHTS = "NB_LIGHTS";
private static final String DEFINE_INDIRECT_LIGHTING = "INDIRECT_LIGHTING";
private static final RenderState ADDITIVE_LIGHT = new RenderState();
private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
private LightProbe lightProbe = null;
static {
ADDITIVE_LIGHT.setBlendMode(BlendMode.AlphaAdditive);
ADDITIVE_LIGHT.setDepthWrite(false);
}
private final int singlePassLightingDefineId;
private final int nbLightsDefineId;
private final int indirectLightingDefineId;
public SinglePassAndImageBasedLightingLogic(TechniqueDef techniqueDef) {
super(techniqueDef);
singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean);
nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int);
indirectLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_INDIRECT_LIGHTING, VarType.Boolean);
}
@Override
public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager,
EnumSet<Caps> rendererCaps, LightList lights, DefineList defines) {
defines.set(nbLightsDefineId, renderManager.getSinglePassLightBatchSize() * 3);
defines.set(singlePassLightingDefineId, true);
//TODO here we have a problem, this is called once before render, so the define will be set for all passes (in case we have more than NB_LIGHTS lights)
//Though the second pass should not render IBL as it is taken care of on first pass like ambient light in phong lighting.
//We cannot change the define between passes and the old technique, and for some reason the code fails on mac (renders nothing).
if(lights != null) {
lightProbe = extractIndirectLights(lights, false);
if (lightProbe == null) {
defines.set(indirectLightingDefineId, false);
} else {
defines.set(indirectLightingDefineId, true);
}
}
return super.makeCurrent(assetManager, renderManager, rendererCaps, lights, defines);
}
/**
* 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/> </p>
*/
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex, int lastTexUnit) {
if (numLights == 0) { // this shader does not do lighting, ignore.
return 0;
}
Uniform lightData = shader.getUniform("g_LightData");
lightData.setVector4Length(numLights * 3);//8 lights * max 3
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
Uniform lightProbeData = shader.getUniform("g_LightProbeData");
lightProbeData.setVector4Length(1);
Uniform lightProbeIrrMap = shader.getUniform("g_IrradianceMap");
Uniform lightProbePemMap = shader.getUniform("g_PrefEnvMap");
lightProbe = null;
if (startIndex != 0) {
// apply additive blending for 2nd and future passes
rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
}else{
lightProbe = extractIndirectLights(lightList,true);
ambientColor.setValue(VarType.Vector4, ambientLightColor);
}
//If there is a lightProbe in the list we force it's render on the first pass
if(lightProbe != null){
BoundingSphere s = (BoundingSphere)lightProbe.getBounds();
lightProbeData.setVector4InArray(lightProbe.getPosition().x, lightProbe.getPosition().y, lightProbe.getPosition().z, 1f/s.getRadius(), 0);
//assigning new texture indexes
int irrUnit = lastTexUnit++;
int pemUnit = lastTexUnit++;
rm.getRenderer().setTexture(irrUnit, lightProbe.getIrradianceMap());
lightProbeIrrMap.setValue(VarType.Int, irrUnit);
rm.getRenderer().setTexture(pemUnit, lightProbe.getPrefilteredEnvMap());
lightProbePemMap.setValue(VarType.Int, pemUnit);
} else {
//Disable IBL for this pass
lightProbeData.setVector4InArray(0,0,0,-1, 0);
}
int lightDataIndex = 0;
TempVars vars = TempVars.get();
Vector4f tmpVec = vars.vect4f1;
int curIndex;
int endIndex = numLights + startIndex;
for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
Light l = lightList.get(curIndex);
if(l.getType() == Light.Type.Ambient){
endIndex++;
continue;
}
ColorRGBA color = l.getColor();
//Color
if(l.getType() != Light.Type.Probe){
lightData.setVector4InArray(color.getRed(),
color.getGreen(),
color.getBlue(),
l.getType().getId(),
lightDataIndex);
lightDataIndex++;
}
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//Data directly sent in view space to avoid a matrix mult for each pixel
tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0,0,0,0, lightDataIndex);
lightDataIndex++;
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0,0,0,0, lightDataIndex);
lightDataIndex++;
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
lightDataIndex++;
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
lightDataIndex++;
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
vars.release();
//Padding of unsued buffer space
while(lightDataIndex < numLights * 3) {
lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
lightDataIndex++;
}
return curIndex;
}
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
int nbRenderedLights = 0;
Renderer renderer = renderManager.getRenderer();
int batchSize = renderManager.getSinglePassLightBatchSize();
if (lights.size() == 0) {
updateLightListUniforms(shader, geometry, lights,batchSize, renderManager, 0, lastTexUnit);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
} else {
while (nbRenderedLights < lights.size()) {
nbRenderedLights = updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, nbRenderedLights, lastTexUnit);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
}
}
return;
}
protected LightProbe extractIndirectLights(LightList lightList, boolean removeLights) {
ambientLightColor.set(0, 0, 0, 1);
LightProbe probe = null;
for (int j = 0; j < lightList.size(); j++) {
Light l = lightList.get(j);
if (l instanceof AmbientLight) {
ambientLightColor.addLocal(l.getColor());
if(removeLights){
lightList.remove(l);
j--;
}
}
if (l instanceof LightProbe) {
probe = (LightProbe)l;
if(removeLights){
lightList.remove(l);
j--;
}
}
}
ambientLightColor.a = 1.0f;
return probe;
}
}