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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 package com.jme3.shadow;
     33 
     34 import com.jme3.asset.AssetManager;
     35 import com.jme3.material.Material;
     36 import com.jme3.math.Vector3f;
     37 import com.jme3.post.SceneProcessor;
     38 import com.jme3.renderer.Camera;
     39 import com.jme3.renderer.RenderManager;
     40 import com.jme3.renderer.Renderer;
     41 import com.jme3.renderer.ViewPort;
     42 import com.jme3.renderer.queue.GeometryList;
     43 import com.jme3.renderer.queue.RenderQueue;
     44 import com.jme3.renderer.queue.RenderQueue.ShadowMode;
     45 import com.jme3.texture.FrameBuffer;
     46 import com.jme3.texture.Image.Format;
     47 import com.jme3.texture.Texture2D;
     48 import com.jme3.ui.Picture;
     49 
     50 /**
     51  * BasicShadowRenderer uses standard shadow mapping with one map
     52  * it's useful to render shadows in a small scene, but edges might look a bit jagged.
     53  *
     54  * @author Kirill Vainer
     55  */
     56 public class BasicShadowRenderer implements SceneProcessor {
     57 
     58     private RenderManager renderManager;
     59     private ViewPort viewPort;
     60     private FrameBuffer shadowFB;
     61     private Texture2D shadowMap;
     62     private Camera shadowCam;
     63     private Material preshadowMat;
     64     private Material postshadowMat;
     65     private Picture dispPic = new Picture("Picture");
     66     private boolean noOccluders = false;
     67     private Vector3f[] points = new Vector3f[8];
     68     private Vector3f direction = new Vector3f();
     69 
     70     /**
     71      * Creates a BasicShadowRenderer
     72      * @param manager the asset manager
     73      * @param size the size of the shadow map (the map is square)
     74      */
     75     public BasicShadowRenderer(AssetManager manager, int size) {
     76         shadowFB = new FrameBuffer(size, size, 1);
     77         shadowMap = new Texture2D(size, size, Format.Depth);
     78         shadowFB.setDepthTexture(shadowMap);
     79         shadowCam = new Camera(size, size);
     80 
     81         preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
     82         postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
     83         postshadowMat.setTexture("ShadowMap", shadowMap);
     84 
     85         dispPic.setTexture(manager, shadowMap, false);
     86 
     87         for (int i = 0; i < points.length; i++) {
     88             points[i] = new Vector3f();
     89         }
     90     }
     91 
     92     public void initialize(RenderManager rm, ViewPort vp) {
     93         renderManager = rm;
     94         viewPort = vp;
     95 
     96         reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
     97     }
     98 
     99     public boolean isInitialized() {
    100         return viewPort != null;
    101     }
    102 
    103     /**
    104      * returns the light direction used for this processor
    105      * @return
    106      */
    107     public Vector3f getDirection() {
    108         return direction;
    109     }
    110 
    111     /**
    112      * sets the light direction to use to computs shadows
    113      * @param direction
    114      */
    115     public void setDirection(Vector3f direction) {
    116         this.direction.set(direction).normalizeLocal();
    117     }
    118 
    119     /**
    120      * debug only
    121      * @return
    122      */
    123     public Vector3f[] getPoints() {
    124         return points;
    125     }
    126 
    127     /**
    128      * debug only
    129      * returns the shadow camera
    130      * @return
    131      */
    132     public Camera getShadowCamera() {
    133         return shadowCam;
    134     }
    135 
    136     public void postQueue(RenderQueue rq) {
    137         GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
    138         if (occluders.size() == 0) {
    139             noOccluders = true;
    140             return;
    141         } else {
    142             noOccluders = false;
    143         }
    144 
    145         GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
    146 
    147         // update frustum points based on current camera
    148         Camera viewCam = viewPort.getCamera();
    149         ShadowUtil.updateFrustumPoints(viewCam,
    150                 viewCam.getFrustumNear(),
    151                 viewCam.getFrustumFar(),
    152                 1.0f,
    153                 points);
    154 
    155         Vector3f frustaCenter = new Vector3f();
    156         for (Vector3f point : points) {
    157             frustaCenter.addLocal(point);
    158         }
    159         frustaCenter.multLocal(1f / 8f);
    160 
    161         // update light direction
    162         shadowCam.setProjectionMatrix(null);
    163         shadowCam.setParallelProjection(true);
    164 //        shadowCam.setFrustumPerspective(45, 1, 1, 20);
    165 
    166         shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
    167         shadowCam.update();
    168         shadowCam.setLocation(frustaCenter);
    169         shadowCam.update();
    170         shadowCam.updateViewProjection();
    171 
    172         // render shadow casters to shadow map
    173         ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);
    174 
    175         Renderer r = renderManager.getRenderer();
    176         renderManager.setCamera(shadowCam, false);
    177         renderManager.setForcedMaterial(preshadowMat);
    178 
    179         r.setFrameBuffer(shadowFB);
    180         r.clearBuffers(false, true, false);
    181         viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
    182         r.setFrameBuffer(viewPort.getOutputFrameBuffer());
    183 
    184         renderManager.setForcedMaterial(null);
    185         renderManager.setCamera(viewCam, false);
    186     }
    187 
    188     /**
    189      * debug only
    190      * @return
    191      */
    192     public Picture getDisplayPicture() {
    193         return dispPic;
    194     }
    195 
    196     public void postFrame(FrameBuffer out) {
    197         if (!noOccluders) {
    198             postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
    199             renderManager.setForcedMaterial(postshadowMat);
    200             viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
    201             renderManager.setForcedMaterial(null);
    202         }
    203     }
    204 
    205     public void preFrame(float tpf) {
    206     }
    207 
    208     public void cleanup() {
    209     }
    210 
    211     public void reshape(ViewPort vp, int w, int h) {
    212         dispPic.setPosition(w / 20f, h / 20f);
    213         dispPic.setWidth(w / 5f);
    214         dispPic.setHeight(h / 5f);
    215     }
    216 }
    217