Schatten System verbessert und Schatten qualität einstellbar gemacht
This commit is contained in:
339
com/jme3/shadow/AbstractShadowFilter.java
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339
com/jme3/shadow/AbstractShadowFilter.java
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/*
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* Copyright (c) 2009-2025 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.shadow;
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import com.jme3.asset.AssetManager;
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import com.jme3.material.Material;
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import com.jme3.material.RenderState;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Vector4f;
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import com.jme3.post.Filter;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.util.TempVars;
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import com.jme3.util.clone.Cloner;
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import com.jme3.util.clone.JmeCloneable;
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/**
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* Generic abstract filter that holds common implementations for the different
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* shadow filters
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*
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* @author Rémy Bouquet aka Nehon
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*/
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public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> extends Filter implements JmeCloneable {
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protected T shadowRenderer;
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protected ViewPort viewPort;
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private final Vector4f tempVec4 = new Vector4f();
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private final Matrix4f tempMat4 = new Matrix4f();
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/**
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* For serialization only. Do not use.
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*/
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protected AbstractShadowFilter() {
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}
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/**
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* Creates an AbstractShadowFilter. Subclasses invoke this constructor.
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*
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* @param assetManager The application's asset manager.
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* @param shadowMapSize The size of the rendered shadow maps (e.g., 512, 1024, 2048).
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* @param shadowRenderer The shadowRenderer to use for this Filter
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*/
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protected AbstractShadowFilter(AssetManager assetManager, int shadowMapSize, T shadowRenderer) {
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super("Post Shadow");
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this.shadowRenderer = shadowRenderer;
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// this is legacy setting for shadows with backface shadows
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this.shadowRenderer.setRenderBackFacesShadows(true);
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}
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@Override
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protected Material getMaterial() {
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return material;
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}
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@Override
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protected boolean isRequiresDepthTexture() {
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return true;
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}
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/**
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* @deprecated Use {@link #getMaterial()} instead.
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* @return The Material used by this filter.
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*/
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@Deprecated
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public Material getShadowMaterial() {
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return material;
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}
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@Override
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protected void preFrame(float tpf) {
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shadowRenderer.preFrame(tpf);
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Matrix4f m = viewPort.getCamera().getViewProjectionMatrix();
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material.setMatrix4("ViewProjectionMatrixInverse", tempMat4.set(m).invertLocal());
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material.setVector4("ViewProjectionMatrixRow2", tempVec4.set(m.m20, m.m21, m.m22, m.m23));
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}
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@Override
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protected void postQueue(RenderQueue queue) {
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shadowRenderer.postQueue(queue);
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if (shadowRenderer.skipPostPass) {
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// removing the shadow map so that the post pass is skipped
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material.setTexture("ShadowMap0", null);
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}
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}
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@Override
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protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
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if (!shadowRenderer.skipPostPass) {
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shadowRenderer.setPostShadowParams();
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}
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}
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@Override
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protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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shadowRenderer.needsfallBackMaterial = true;
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material = new Material(manager, "Common/MatDefs/Shadow/PostShadowFilter.j3md");
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shadowRenderer.setPostShadowMaterial(material);
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shadowRenderer.initialize(renderManager, vp);
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this.viewPort = vp;
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}
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/**
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* How far the shadows are rendered in the view
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*
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* @return shadowZExtend
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* @see #setShadowZExtend(float zFar)
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*/
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public float getShadowZExtend() {
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return shadowRenderer.getShadowZExtend();
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}
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/**
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* Set the distance from the eye where the shadows will be rendered default
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* value is dynamically computed to the shadow casters/receivers union bound
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* zFar, capped to view frustum far value.
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*
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* @param zFar the zFar values that override the computed one
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*/
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public void setShadowZExtend(float zFar) {
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shadowRenderer.setShadowZExtend(zFar);
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}
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/**
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* Define the length over which the shadow will fade out when using a
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* shadowZextend
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*
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* @param length the fade length in world units
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*/
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public void setShadowZFadeLength(float length) {
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shadowRenderer.setShadowZFadeLength(length);
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}
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/**
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* get the length over which the shadow will fade out when using a
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* shadowZextend
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*
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* @return the fade length in world units
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*/
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public float getShadowZFadeLength() {
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return shadowRenderer.getShadowZFadeLength();
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}
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/**
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* returns the shadow intensity
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*
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* @see #setShadowIntensity(float shadowIntensity)
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* @return shadowIntensity
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*/
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public float getShadowIntensity() {
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return shadowRenderer.getShadowIntensity();
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}
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/**
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* Set the shadowIntensity, the value should be between 0 and 1, a 0 value
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* gives a bright and invisible shadow, a 1 value gives a pitch black
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* shadow, default is 0.7
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*
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* @param shadowIntensity the darkness of the shadow
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*/
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final public void setShadowIntensity(float shadowIntensity) {
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shadowRenderer.setShadowIntensity(shadowIntensity);
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}
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/**
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* returns the edges thickness <br>
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*
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* @see #setEdgesThickness(int edgesThickness)
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* @return edgesThickness
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*/
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public int getEdgesThickness() {
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return shadowRenderer.getEdgesThickness();
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}
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/**
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* Sets the shadow edges thickness. Default is 10. Setting it to lower values
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* can help reduce the jagged effect of shadow edges.
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*
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* @param edgesThickness the desired thickness (in tenths of a pixel, default=10)
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*/
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public void setEdgesThickness(int edgesThickness) {
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shadowRenderer.setEdgesThickness(edgesThickness);
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}
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/**
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* isFlushQueues does nothing and is kept only for backward compatibility
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*
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* @return false
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*/
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@Deprecated
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public boolean isFlushQueues() {
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return shadowRenderer.isFlushQueues();
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}
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/**
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* sets the shadow compare mode see {@link CompareMode} for more info
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*
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* @param compareMode the desired mode
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*/
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final public void setShadowCompareMode(CompareMode compareMode) {
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shadowRenderer.setShadowCompareMode(compareMode);
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}
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/**
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* returns the shadow compare mode
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*
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* @see CompareMode
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* @return the shadowCompareMode
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*/
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public CompareMode getShadowCompareMode() {
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return shadowRenderer.getShadowCompareMode();
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}
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/**
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* Sets the filtering mode for shadow edges see {@link EdgeFilteringMode}
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* for more info
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*
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* @param filterMode the desired mode
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*/
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final public void setEdgeFilteringMode(EdgeFilteringMode filterMode) {
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shadowRenderer.setEdgeFilteringMode(filterMode);
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}
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/**
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*
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* !! WARNING !! this parameter is defaulted to true for the ShadowFilter.
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* Setting it to true, may produce edges artifacts on shadows.
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*
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* Set to true if you want back faces shadows on geometries.
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* Note that back faces shadows will be blended over dark lighten areas and may produce overly dark lighting.
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*
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* Setting this parameter will override this parameter for ALL materials in the scene.
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* This also will automatically adjust the faceCullMode and the PolyOffset of the pre shadow pass.
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* You can modify them by using {@link #getPreShadowForcedRenderState()}
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*
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* If you want to set it differently for each material in the scene you have to use the ShadowRenderer instead
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* of the shadow filter.
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*
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* @param renderBackFacesShadows true or false.
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*/
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public void setRenderBackFacesShadows(boolean renderBackFacesShadows) {
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shadowRenderer.setRenderBackFacesShadows(renderBackFacesShadows);
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}
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/**
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* if this filter renders back faces shadows
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* @return true if this filter renders back faces shadows
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*/
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public boolean isRenderBackFacesShadows() {
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return shadowRenderer.isRenderBackFacesShadows();
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}
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/**
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* returns the pre shadows pass render state.
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* use it to adjust the RenderState parameters of the pre shadow pass.
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* Note that this will be overridden if the preShadow technique in the material has a ForcedRenderState
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* @return the pre shadow render state.
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*/
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public RenderState getPreShadowForcedRenderState() {
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return shadowRenderer.getPreShadowForcedRenderState();
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}
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/**
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* returns the edge filtering mode
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*
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* @see EdgeFilteringMode
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* @return the enum value
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*/
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public EdgeFilteringMode getEdgeFilteringMode() {
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return shadowRenderer.getEdgeFilteringMode();
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}
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/**
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* Read the number of shadow maps rendered by this filter.
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*
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* @return count
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*/
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public int getNumShadowMaps() {
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return shadowRenderer.getNumShadowMaps();
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}
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/**
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* Read the size of each shadow map rendered by this filter.
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*
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* @return a map's height (which is also its width, in pixels)
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*/
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public int getShadowMapSize() {
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return shadowRenderer.getShadowMapSize();
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}
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@Override
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@SuppressWarnings("unchecked")
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public AbstractShadowFilter<T> jmeClone() {
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try {
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return (AbstractShadowFilter<T>) super.clone();
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} catch (final CloneNotSupportedException e) {
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throw new RuntimeException(e);
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}
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}
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@Override
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public void cloneFields(final Cloner cloner, final Object original) {
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material = cloner.clone(material);
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shadowRenderer = cloner.clone(shadowRenderer);
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shadowRenderer.setPostShadowMaterial(material);
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}
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}
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157
com/jme3/shadow/DirectionalLightShadowFilter.java
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157
com/jme3/shadow/DirectionalLightShadowFilter.java
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@@ -0,0 +1,157 @@
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/*
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* Copyright (c) 2009-2024 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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||||
*
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||||
* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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||||
* 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
|
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.shadow;
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import com.jme3.asset.AssetManager;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.light.DirectionalLight;
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import java.io.IOException;
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/**
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* This Filter does basically the same as a DirectionalLightShadowRenderer
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* except it renders the post shadow pass as a fullscreen quad pass instead of a
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* geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
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* more than about ten shadow receiving objects. The expense is the drawback
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* that the shadow Receive mode set on spatial is ignored. So basically all and
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* only objects that render depth in the scene receive shadows.
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*
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* API is basically the same as the PssmShadowRenderer.
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*
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* @author Rémy Bouquet aka Nehon
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*/
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public class DirectionalLightShadowFilter extends AbstractShadowFilter<DirectionalLightShadowRenderer> {
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/**
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* For serialization only. Do not use.
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*
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* @see #DirectionalLightShadowFilter(AssetManager assetManager, int shadowMapSize, int nbSplits)
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*/
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public DirectionalLightShadowFilter() {
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super();
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}
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/**
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* Creates a DirectionalLightShadowFilter.
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*
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* @param assetManager the application's asset manager
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* @param shadowMapSize the size of the rendered shadow maps (512, 1024, 2048, etc...)
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* @param nbSplits the number of shadow maps rendered (more shadow maps = better quality, but slower)
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*
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* @throws IllegalArgumentException if the provided 'nbSplits' is not within the valid range of 1 to 4.
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*/
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public DirectionalLightShadowFilter(AssetManager assetManager, int shadowMapSize, int nbSplits) {
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super(assetManager, shadowMapSize, new DirectionalLightShadowRenderer(assetManager, shadowMapSize, nbSplits));
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}
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/**
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* Returns the light used to cast shadows.
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*
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* @return the DirectionalLight
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*/
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public DirectionalLight getLight() {
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return shadowRenderer.getLight();
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}
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/**
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* Sets the light to use to cast shadows.
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*
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* @param light a DirectionalLight
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*/
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public void setLight(DirectionalLight light) {
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shadowRenderer.setLight(light);
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}
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/**
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* Returns the lambda parameter.
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*
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* @see #setLambda(float lambda)
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* @return lambda
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*/
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public float getLambda() {
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return shadowRenderer.getLambda();
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}
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/**
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* Adjusts the partition of the shadow extend into shadow maps. Lambda is
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* usually between 0 and 1.
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* <p>
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* A low value gives a more linear partition, resulting in consistent shadow
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* quality over the extend, but near shadows could look very jagged. A high
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* value gives a more logarithmic partition, resulting in high quality for near
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* shadows, but quality decreases rapidly with distance.
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* <p>
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* The default value is 0.65 (the theoretical optimum).
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*
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* @param lambda the lambda value
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*/
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public void setLambda(float lambda) {
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shadowRenderer.setLambda(lambda);
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}
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/**
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* Returns true if stabilization is enabled.
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*
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* @return true if stabilization is enabled
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*/
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public boolean isEnabledStabilization() {
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return shadowRenderer.isEnabledStabilization();
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}
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/**
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* Enables the stabilization of the shadow's edges. (default is true)
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* This prevents shadow edges from flickering when the camera moves.
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* However, it can lead to some loss of shadow quality in particular scenes.
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*
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* @param stabilize true to stabilize, false to disable stabilization
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*/
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public void setEnabledStabilization(boolean stabilize) {
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shadowRenderer.setEnabledStabilization(stabilize);
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}
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@Override
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public void write(JmeExporter ex) throws IOException {
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super.write(ex);
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OutputCapsule oc = ex.getCapsule(this);
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oc.write(shadowRenderer, "shadowRenderer", null);
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}
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@Override
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public void read(JmeImporter im) throws IOException {
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super.read(im);
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InputCapsule ic = im.getCapsule(this);
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shadowRenderer = (DirectionalLightShadowRenderer) ic.readSavable("shadowRenderer", null);
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}
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}
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Reference in New Issue
Block a user