/* * Copyright (c) 2009-2015 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.material.logic; import com.jme3.asset.AssetManager; import com.jme3.light.DirectionalLight; import com.jme3.light.Light; import com.jme3.light.LightList; import com.jme3.light.PointLight; import com.jme3.light.SpotLight; import com.jme3.material.RenderState; import com.jme3.material.RenderState.BlendMode; import com.jme3.material.TechniqueDef; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.math.Vector4f; import com.jme3.renderer.Caps; import com.jme3.renderer.RenderManager; import com.jme3.renderer.Renderer; import com.jme3.scene.Geometry; import com.jme3.shader.DefineList; import com.jme3.shader.Shader; import com.jme3.shader.Uniform; import com.jme3.shader.VarType; import com.jme3.util.TempVars; import java.util.EnumSet; public final class SinglePassLightingLogic 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 RenderState ADDITIVE_LIGHT = new RenderState(); private final ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1); static { ADDITIVE_LIGHT.setBlendMode(BlendMode.AlphaAdditive); ADDITIVE_LIGHT.setDepthWrite(false); } private final int singlePassLightingDefineId; private final int nbLightsDefineId; public SinglePassLightingLogic(TechniqueDef techniqueDef) { super(techniqueDef); singlePassLightingDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_SINGLE_PASS_LIGHTING, VarType.Boolean); nbLightsDefineId = techniqueDef.addShaderUnmappedDefine(DEFINE_NB_LIGHTS, VarType.Int); } @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); 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) { 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"); if (startIndex != 0) { // apply additive blending for 2nd and future passes rm.getRenderer().applyRenderState(ADDITIVE_LIGHT); ambientColor.setValue(VarType.Vector4, ColorRGBA.Black); } else { ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList, true, ambientLightColor)); } 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 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); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); // tmpVec.divideLocal(tmpVec.w); // tmpVec.normalizeLocal(); 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); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); //tmpVec.divideLocal(tmpVec.w); 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); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); // tmpVec.divideLocal(tmpVec.w); lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex); lightDataIndex++; //We transform the spot direction 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 happens now in the frag shader. tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f); rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec); tmpVec.normalizeLocal(); lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex); lightDataIndex++; break; case Probe: 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); renderer.setShader(shader); renderMeshFromGeometry(renderer, geometry); } else { while (nbRenderedLights < lights.size()) { nbRenderedLights = updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, nbRenderedLights); renderer.setShader(shader); renderMeshFromGeometry(renderer, geometry); } } } }