/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
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*
* * 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.
*
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* may be used to endorse or promote products derived from this software
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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package com.jme3.shadow;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Matrix4f;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.Caps;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.OpaqueComparator;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.WireFrustum;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture.MagFilter;
import com.jme3.texture.Texture.MinFilter;
import com.jme3.texture.Texture.ShadowCompareMode;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
import java.util.ArrayList;
import java.util.List;
/**
* PssmShadow 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
* @deprecated use {@link DirectionalLightShadowRenderer}
*/
@Deprecated
public class PssmShadowRenderer implements SceneProcessor {
/**
* <code>FilterMode</code> specifies how shadows are filtered
* @deprecated use {@link EdgeFilteringMode}
*/
@Deprecated
public enum FilterMode{
/**
* Shadows are not filtered. Nearest sample is used, causing in blocky
* shadows.
*/
Nearest,
/**
* Bilinear filtering is used. Has the potential of being hardware
* accelerated on some GPUs
*/
Bilinear,
/**
* Dither-based sampling is used, very cheap but can look bad at low
* resolutions.
*/
Dither,
/**
* 4x4 percentage-closer filtering is used. Shadows will be smoother at
* the cost of performance
*/
PCF4,
/**
* 8x8 percentage-closer filtering is used. Shadows will be smoother at
* the cost of performance
*/
PCFPOISSON,
/**
* 8x8 percentage-closer filtering is used. Shadows will be smoother at
* the cost of performance
*/
PCF8
}
/**
* Specifies the shadow comparison mode
* @deprecated use {@link CompareMode}
*/
@Deprecated
public enum CompareMode {
/**
* Shadow depth comparisons are done by using shader code
*/
Software,
/**
* Shadow depth comparisons are done by using the GPU's dedicated
* shadowing pipeline.
*/
Hardware;
}
protected int nbSplits = 3;
protected float shadowMapSize;
protected float lambda = 0.65f;
protected float shadowIntensity = 0.7f;
protected float zFarOverride = 0;
protected RenderManager renderManager;
protected ViewPort viewPort;
protected FrameBuffer[] shadowFB;
protected Texture2D[] shadowMaps;
protected Texture2D dummyTex;
protected Camera shadowCam;
protected Material preshadowMat;
protected Material postshadowMat;
protected GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
protected Matrix4f[] lightViewProjectionsMatrices;
protected ColorRGBA splits;
protected float[] splitsArray;
protected boolean noOccluders = false;
protected Vector3f direction = new Vector3f();
protected AssetManager assetManager;
protected boolean debug = false;
protected float edgesThickness = 1.0f;
protected FilterMode filterMode;
protected CompareMode compareMode;
protected Picture[] dispPic;
protected Vector3f[] points = new Vector3f[8];
protected boolean flushQueues = true;
// define if the fallback material should be used.
protected boolean needsfallBackMaterial = false;
//Name of the post material technique
protected String postTechniqueName = "PostShadow";
//flags to know when to change params in the materials
protected boolean applyHWShadows = true;
protected boolean applyFilterMode = true;
protected boolean applyPCFEdge = true;
protected boolean applyShadowIntensity = true;
//a list of material of the post shadow queue geometries.
protected List<Material> matCache = new ArrayList<Material>();
//Holding the info for fading shadows in the far distance
protected Vector2f fadeInfo;
protected float fadeLength;
protected boolean applyFadeInfo = false;
/**
* Create a PSSM Shadow Renderer 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 manager the application asset manager
* @param size 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).
* @param nbSplits the number of shadow maps rendered (the more shadow maps
* the more quality, the less fps).
*/
public PssmShadowRenderer(AssetManager manager, int size, int nbSplits) {
this(manager, size, nbSplits, new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md"));
}
/**
* Create a PSSM Shadow Renderer 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 manager the application asset manager
* @param size 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).
* @param postShadowMat the material used for post shadows if you need to
* override it
*/
protected PssmShadowRenderer(AssetManager manager, int size, int nbSplits, Material postShadowMat) {
this.postshadowMat = postShadowMat;
assetManager = manager;
nbSplits = Math.max(Math.min(nbSplits, 4), 1);
this.nbSplits = nbSplits;
shadowMapSize = size;
shadowFB = new FrameBuffer[nbSplits];
shadowMaps = new Texture2D[nbSplits];
dispPic = new Picture[nbSplits];
lightViewProjectionsMatrices = new Matrix4f[nbSplits];
splits = new ColorRGBA();
splitsArray = new float[nbSplits + 1];
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
dummyTex = new Texture2D(size, size, Format.RGBA8);
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat.setFloat("ShadowMapSize", size);
for (int i = 0; i < nbSplits; i++) {
lightViewProjectionsMatrices[i] = new Matrix4f();
shadowFB[i] = new FrameBuffer(size, size, 1);
shadowMaps[i] = new Texture2D(size, size, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
shadowFB[i].setColorTexture(dummyTex);
postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
//quads for debuging purpose
dispPic[i] = new Picture("Picture" + i);
dispPic[i].setTexture(manager, shadowMaps[i], false);
}
setCompareMode(CompareMode.Hardware);
setFilterMode(FilterMode.Bilinear);
setShadowIntensity(0.7f);
shadowCam = new Camera(size, size);
shadowCam.setParallelProjection(true);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
/**
* Sets the filtering mode for shadow edges see {@link FilterMode} for more
* info
*
* @param filterMode
*/
final public void setFilterMode(FilterMode filterMode) {
if (filterMode == null) {
throw new NullPointerException();
}
if (this.filterMode == filterMode) {
return;
}
this.filterMode = filterMode;
postshadowMat.setInt("FilterMode", filterMode.ordinal());
postshadowMat.setFloat("PCFEdge", edgesThickness);
if (compareMode == CompareMode.Hardware) {
for (Texture2D shadowMap : shadowMaps) {
if (filterMode == FilterMode.Bilinear) {
shadowMap.setMagFilter(MagFilter.Bilinear);
shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
} else {
shadowMap.setMagFilter(MagFilter.Nearest);
shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
}
}
}
applyFilterMode = true;
}
/**
* sets the shadow compare mode see {@link CompareMode} for more info
*
* @param compareMode
*/
final public void setCompareMode(CompareMode compareMode) {
if (compareMode == null) {
throw new NullPointerException();
}
if (this.compareMode == compareMode) {
return;
}
this.compareMode = compareMode;
for (Texture2D shadowMap : shadowMaps) {
if (compareMode == CompareMode.Hardware) {
shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual);
if (filterMode == FilterMode.Bilinear) {
shadowMap.setMagFilter(MagFilter.Bilinear);
shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
} else {
shadowMap.setMagFilter(MagFilter.Nearest);
shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
}
} else {
shadowMap.setShadowCompareMode(ShadowCompareMode.Off);
shadowMap.setMagFilter(MagFilter.Nearest);
shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
}
}
postshadowMat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware);
applyHWShadows = true;
}
//debug function that create a displayable frustrum
private Geometry createFrustum(Vector3f[] pts, int i) {
WireFrustum frustum = new WireFrustum(pts);
Geometry frustumMdl = new Geometry("f", frustum);
frustumMdl.setCullHint(Spatial.CullHint.Never);
frustumMdl.setShadowMode(ShadowMode.Off);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
frustumMdl.setMaterial(mat);
switch (i) {
case 0:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Pink);
break;
case 1:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red);
break;
case 2:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Green);
break;
case 3:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Blue);
break;
default:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.White);
break;
}
frustumMdl.updateGeometricState();
return frustumMdl;
}
public void initialize(RenderManager rm, ViewPort vp) {
renderManager = rm;
viewPort = vp;
//checking for caps to chosse the appropriate post material technique
if (renderManager.getRenderer().getCaps().contains(Caps.GLSL150)) {
postTechniqueName = "PostShadow15";
} else {
postTechniqueName = "PostShadow";
}
}
public boolean isInitialized() {
return viewPort != null;
}
/**
* returns the light direction used by the processor
*
* @return
*/
public Vector3f getDirection() {
return direction;
}
/**
* Sets the light direction to use to compute shadows
*
* @param direction
*/
public void setDirection(Vector3f direction) {
this.direction.set(direction).normalizeLocal();
}
@SuppressWarnings("fallthrough")
public void postQueue(RenderQueue rq) {
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
if (occluders.size() == 0) {
return;
}
GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
if (receivers.size() == 0) {
return;
}
Camera viewCam = viewPort.getCamera();
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.setDirection(direction);
shadowCam.getRotation().lookAt(direction, shadowCam.getUp());
shadowCam.update();
shadowCam.updateViewProjection();
PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda);
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;
}
Renderer r = renderManager.getRenderer();
renderManager.setForcedMaterial(preshadowMat);
renderManager.setForcedTechnique("PreShadow");
for (int i = 0; i < nbSplits; i++) {
// update frustum points based on current camera and split
ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
//Updating shadow cam with curent split frustra
ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders, shadowMapSize);
//saving light view projection matrix for this split
lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
renderManager.setCamera(shadowCam, false);
if (debugfrustums) {
// frustrumFromBound(b.casterBB,ColorRGBA.Blue );
// frustrumFromBound(b.receiverBB,ColorRGBA.Green );
// frustrumFromBound(b.splitBB,ColorRGBA.Yellow );
((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, i));
ShadowUtil.updateFrustumPoints2(shadowCam, points);
((Node) viewPort.getScenes().get(0)).attachChild(createFrustum(points, i));
}
r.setFrameBuffer(shadowFB[i]);
r.clearBuffers(false, true, false);
// render shadow casters to shadow map
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
}
debugfrustums = false;
if (flushQueues) {
occluders.clear();
}
//restore setting for future rendering
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
renderManager.setForcedTechnique(null);
renderManager.setCamera(viewCam, false);
}
boolean debugfrustums = false;
public void displayFrustum() {
debugfrustums = true;
}
//debug only : displays depth shadow maps
protected void displayShadowMap(Renderer r) {
Camera cam = viewPort.getCamera();
renderManager.setCamera(cam, true);
int h = cam.getHeight();
for (int i = 0; i < dispPic.length; i++) {
dispPic[i].setPosition((128 * i) + (150 + 64 * (i + 1)), h / 20f);
dispPic[i].setWidth(128);
dispPic[i].setHeight(128);
dispPic[i].updateGeometricState();
renderManager.renderGeometry(dispPic[i]);
}
renderManager.setCamera(cam, false);
}
/**
* For dubuging purpose Allow to "snapshot" the current frustrum to the
* scene
*/
public void displayDebug() {
debug = true;
}
public void postFrame(FrameBuffer out) {
if (debug) {
displayShadowMap(renderManager.getRenderer());
}
if (!noOccluders) {
//setting params to recieving geometry list
setMatParams();
Camera cam = viewPort.getCamera();
//some materials in the scene does not have a post shadow technique so we're using the fall back material
if (needsfallBackMaterial) {
renderManager.setForcedMaterial(postshadowMat);
}
//forcing the post shadow technique and render state
renderManager.setForcedTechnique(postTechniqueName);
//rendering the post shadow pass
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues);
//resetting renderManager settings
renderManager.setForcedTechnique(null);
renderManager.setForcedMaterial(null);
renderManager.setCamera(cam, false);
}
}
private void setMatParams() {
GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);
//iteration throught all the geometries of the list to gather the materials
matCache.clear();
for (int i = 0; i < l.size(); i++) {
Material mat = l.get(i).getMaterial();
//checking if the material has the post technique and adding it to the material cache
if (mat.getMaterialDef().getTechniqueDef(postTechniqueName) != null) {
if (!matCache.contains(mat)) {
matCache.add(mat);
}
} else {
needsfallBackMaterial = true;
}
}
//iterating through the mat cache and setting the parameters
for (Material mat : matCache) {
mat.setColor("Splits", splits);
mat.setFloat("ShadowMapSize", shadowMapSize);
for (int j = 0; j < nbSplits; j++) {
mat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]);
}
for (int j = 0; j < nbSplits; j++) {
mat.setTexture("ShadowMap" + j, shadowMaps[j]);
}
mat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware);
mat.setInt("FilterMode", filterMode.ordinal());
mat.setFloat("PCFEdge", edgesThickness);
mat.setFloat("ShadowIntensity", shadowIntensity);
if (fadeInfo != null) {
mat.setVector2("FadeInfo", fadeInfo);
}
}
applyHWShadows = false;
applyFilterMode = false;
applyPCFEdge = false;
applyShadowIntensity = false;
applyFadeInfo = false;
//At least one material of the receiving geoms does not support the post shadow techniques
//so we fall back to the forced material solution (transparent shadows won't be supported for these objects)
if (needsfallBackMaterial) {
setPostShadowParams();
}
}
protected void setPostShadowParams() {
postshadowMat.setColor("Splits", splits);
for (int j = 0; j < nbSplits; j++) {
postshadowMat.setMatrix4("LightViewProjectionMatrix" + j, lightViewProjectionsMatrices[j]);
postshadowMat.setTexture("ShadowMap" + j, shadowMaps[j]);
}
}
public void preFrame(float tpf) {
}
public void cleanup() {
}
public void reshape(ViewPort vp, int w, int h) {
}
/**
* 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;
}
/**
* How far the shadows are rendered in the view
*
* @see #setShadowZExtend(float zFar)
* @return shadowZExtend
*/
public float getShadowZExtend() {
return zFarOverride;
}
/**
* Set the distance from the eye where the shadows will be rendered default
* value is dynamicaly computed to the shadow casters/receivers union bound
* zFar, capped to view frustum far value.
*
* @param zFar the zFar values that override the computed one
*/
public void setShadowZExtend(float zFar) {
if (fadeInfo != null) {
fadeInfo.set(zFar - fadeLength, 1f / fadeLength);
}
this.zFarOverride = zFar;
}
/**
* returns the shdaow intensity
*
* @see #setShadowIntensity(float shadowIntensity)
* @return shadowIntensity
*/
public float getShadowIntensity() {
return shadowIntensity;
}
/**
* Set the shadowIntensity, the value should be between 0 and 1, a 0 value
* gives a bright and invisilble shadow, a 1 value gives a pitch black
* shadow, default is 0.7
*
* @param shadowIntensity the darkness of the shadow
*/
final public void setShadowIntensity(float shadowIntensity) {
this.shadowIntensity = shadowIntensity;
postshadowMat.setFloat("ShadowIntensity", shadowIntensity);
applyShadowIntensity = true;
}
/**
* returns the edges thickness
*
* @see #setEdgesThickness(int edgesThickness)
* @return edgesThickness
*/
public int getEdgesThickness() {
return (int) (edgesThickness * 10);
}
/**
* Sets the shadow edges thickness. default is 1, setting it to lower values
* can help to reduce the jagged effect of the shadow edges
*
* @param edgesThickness
*/
public void setEdgesThickness(int edgesThickness) {
this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10));
this.edgesThickness *= 0.1f;
postshadowMat.setFloat("PCFEdge", edgesThickness);
applyPCFEdge = true;
}
/**
* returns true if the PssmRenderer flushed the shadow queues
*
* @return flushQueues
*/
public boolean isFlushQueues() {
return flushQueues;
}
/**
* Set this to false if you want to use several PssmRederers to have
* multiple shadows cast by multiple light sources. Make sure the last
* PssmRenderer in the stack DO flush the queues, but not the others
*
* @param flushQueues
*/
public void setFlushQueues(boolean flushQueues) {
this.flushQueues = flushQueues;
}
/**
* Define the length over which the shadow will fade out when using a
* shadowZextend This is useful to make dynamic shadows fade into baked
* shadows in the distance.
*
* @param length the fade length in world units
*/
public void setShadowZFadeLength(float length) {
if (length == 0) {
fadeInfo = null;
fadeLength = 0;
postshadowMat.clearParam("FadeInfo");
} else {
if (zFarOverride == 0) {
fadeInfo = new Vector2f(0, 0);
} else {
fadeInfo = new Vector2f(zFarOverride - length, 1.0f / length);
}
fadeLength = length;
postshadowMat.setVector2("FadeInfo", fadeInfo);
}
}
/**
* get the length over which the shadow will fade out when using a
* shadowZextend
*
* @return the fade length in world units
*/
public float getShadowZFadeLength() {
if (fadeInfo != null) {
return zFarOverride - fadeInfo.x;
}
return 0f;
}
}