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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.bounding.BoundingBox;
35 import com.jme3.math.FastMath;
36 import com.jme3.math.Matrix4f;
37 import com.jme3.renderer.Camera;
38 import com.jme3.renderer.queue.GeometryList;
39 import static java.lang.Math.max;
40 import static java.lang.Math.min;
41 
42 /**
43  * Includes various useful shadow mapping functions.
44  *
45  * @see
46  * <ul>
47  * <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
48  * <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
49  * </ul>
50  * for more info.
51  */
52 public final class PssmShadowUtil {
53 
54     /**
55      * Updates the frustum splits stores in <code>splits</code> using PSSM.
56      */
updateFrustumSplits(float[] splits, float near, float far, float lambda)57     public static void updateFrustumSplits(float[] splits, float near, float far, float lambda) {
58         for (int i = 0; i < splits.length; i++) {
59             float IDM = i / (float) splits.length;
60             float log = near * FastMath.pow((far / near), IDM);
61             float uniform = near + (far - near) * IDM;
62             splits[i] = log * lambda + uniform * (1.0f - lambda);
63         }
64 
65         // This is used to improve the correctness of the calculations. Our main near- and farplane
66         // of the camera always stay the same, no matter what happens.
67         splits[0] = near;
68         splits[splits.length - 1] = far;
69     }
70 
71     /**
72      * Compute the Zfar in the model vieuw to adjust the Zfar distance for the splits calculation
73      */
computeZFar(GeometryList occ, GeometryList recv, Camera cam)74     public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) {
75         Matrix4f mat = cam.getViewMatrix();
76         BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
77         BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat);
78 
79         return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar());
80     }
81 }
82