/* * Copyright (c) 2009-2012 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.shadow; import com.jme3.asset.AssetManager; import com.jme3.export.InputCapsule; import com.jme3.export.JmeExporter; import com.jme3.export.JmeImporter; import com.jme3.export.OutputCapsule; import com.jme3.light.DirectionalLight; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector2f; import com.jme3.math.Vector3f; import com.jme3.renderer.Camera; import com.jme3.renderer.queue.GeometryList; import com.jme3.renderer.queue.RenderQueue; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import com.jme3.util.clone.Cloner; import java.io.IOException; /** * DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping * technique (pssm)<br> It splits the view frustum in several parts and compute * a shadow map for each one.<br> splits are distributed so that the closer they * are from the camera, the smaller they are to maximize the resolution used of * the shadow map.<br> This result in a better quality shadow than standard * shadow mapping.<br> for more informations on this read this <a * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br> * <p/> * @author Rémy Bouquet aka Nehon */ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer { protected float lambda = 0.65f; protected Camera shadowCam; protected ColorRGBA splits; protected float[] splitsArray; protected DirectionalLight light; protected Vector3f[] points = new Vector3f[8]; //Holding the info for fading shadows in the far distance private boolean stabilize = true; /** * Used for serialzation use * DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager * assetManager, int shadowMapSize, int nbSplits) */ public DirectionalLightShadowRenderer() { super(); } /** * Create a DirectionalLightShadowRenderer More info on the technique at <a * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a> * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048, * etc...) * @param nbSplits the number of shadow maps rendered (the more shadow maps * the more quality, the less fps). */ public DirectionalLightShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbSplits) { super(assetManager, shadowMapSize, nbSplits); init(nbSplits, shadowMapSize); } private void init(int nbSplits, int shadowMapSize) { nbShadowMaps = Math.max(Math.min(nbSplits, 4), 1); if (nbShadowMaps != nbSplits) { throw new IllegalArgumentException("Number of splits must be between 1 and 4. Given value : " + nbSplits); } splits = new ColorRGBA(); splitsArray = new float[nbSplits + 1]; shadowCam = new Camera(shadowMapSize, shadowMapSize); shadowCam.setParallelProjection(true); for (int i = 0; i < points.length; i++) { points[i] = new Vector3f(); } } @Override protected void initFrustumCam() { //nothing to do } /** * return the light used to cast shadows * * @return the DirectionalLight */ public DirectionalLight getLight() { return light; } /** * Sets the light to use to cast shadows * * @param light a DirectionalLight */ public void setLight(DirectionalLight light) { this.light = light; } @Override protected void updateShadowCams(Camera viewCam) { if (light == null) { logger.warning("The light can't be null for a " + getClass().getName()); return; } float zFar = zFarOverride; if (zFar == 0) { zFar = viewCam.getFrustumFar(); } //We prevent computing the frustum points and splits with zeroed or negative near clip value float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f); ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points); shadowCam.setFrustumFar(zFar); shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp()); shadowCam.update(); shadowCam.updateViewProjection(); PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda); // in parallel projection shadow position goe from 0 to 1 if(viewCam.isParallelProjection()){ for (int i = 0; i < nbShadowMaps; i++) { splitsArray[i] = splitsArray[i]/(zFar- frustumNear); } } switch (splitsArray.length) { case 5: splits.a = splitsArray[4]; case 4: splits.b = splitsArray[3]; case 3: splits.g = splitsArray[2]; case 2: case 1: splits.r = splitsArray[1]; break; } } @Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); //Updating shadow cam with curent split frustra if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0); return shadowMapOccluders; } @Override protected void getReceivers(GeometryList lightReceivers) { if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } } @Override protected Camera getShadowCam(int shadowMapIndex) { return shadowCam; } @Override protected void doDisplayFrustumDebug(int shadowMapIndex) { ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, shadowMapIndex)); ShadowUtil.updateFrustumPoints2(shadowCam, points); ((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, shadowMapIndex)); } @Override protected void setMaterialParameters(Material material) { material.setColor("Splits", splits); material.setVector3("LightDir", light == null ? new Vector3f() : light.getDirection()); if (fadeInfo != null) { material.setVector2("FadeInfo", fadeInfo); } } @Override protected void clearMaterialParameters(Material material) { material.clearParam("Splits"); material.clearParam("FadeInfo"); material.clearParam("LightDir"); } /** * returns the labda parameter see #setLambda(float lambda) * * @return lambda */ public float getLambda() { return lambda; } /* * Adjust the repartition of the different shadow maps in the shadow extend * usualy goes from 0.0 to 1.0 * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend. * the default value is set to 0.65f (theoric optimal value). * @param lambda the lambda value. */ public void setLambda(float lambda) { this.lambda = lambda; } /** * @return true if stabilization is enabled */ public boolean isEnabledStabilization() { return stabilize; } /** * Enables the stabilization of the shadows's edges. (default is true) * This prevents shadows' edges to flicker when the camera moves * However it can lead to some shadow quality loss in some particular scenes. * @param stabilize */ public void setEnabledStabilization(boolean stabilize) { this.stabilize = stabilize; } @Override public void cloneFields(final Cloner cloner, final Object original) { light = cloner.clone(light); init(nbShadowMaps, (int) shadowMapSize); super.cloneFields(cloner, original); } @Override public void read(JmeImporter im) throws IOException { super.read(im); InputCapsule ic = im.getCapsule(this); lambda = ic.readFloat("lambda", 0.65f); zFarOverride = ic.readInt("zFarOverride", 0); light = (DirectionalLight) ic.readSavable("light", null); fadeInfo = (Vector2f) ic.readSavable("fadeInfo", null); fadeLength = ic.readFloat("fadeLength", 0f); init(nbShadowMaps, (int) shadowMapSize); } @Override public void write(JmeExporter ex) throws IOException { super.write(ex); OutputCapsule oc = ex.getCapsule(this); oc.write(lambda, "lambda", 0.65f); oc.write(zFarOverride, "zFarOverride", 0); oc.write(light, "light", null); oc.write(fadeInfo, "fadeInfo", null); oc.write(fadeLength, "fadeLength", 0f); } /** * Directional light are always in the view frustum * @param viewCam * @return */ @Override protected boolean checkCulling(Camera viewCam) { return true; } }