/* * Copyright (c) 2009-2010 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.bounding.BoundingBox; import com.jme3.math.FastMath; import com.jme3.math.Matrix4f; import com.jme3.renderer.Camera; import com.jme3.renderer.queue.GeometryList; import static java.lang.Math.max; import static java.lang.Math.min; /** * Includes various useful shadow mapping functions. * * @see * * for more info. */ public final class PssmShadowUtil { /** * Updates the frustum splits stores in splits using PSSM. */ public static void updateFrustumSplits(float[] splits, float near, float far, float lambda) { for (int i = 0; i < splits.length; i++) { float IDM = i / (float) splits.length; float log = near * FastMath.pow((far / near), IDM); float uniform = near + (far - near) * IDM; splits[i] = log * lambda + uniform * (1.0f - lambda); } // This is used to improve the correctness of the calculations. Our main near- and farplane // of the camera always stay the same, no matter what happens. splits[0] = near; splits[splits.length - 1] = far; } /** * Compute the Zfar in the model vieuw to adjust the Zfar distance for the splits calculation */ public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) { Matrix4f mat = cam.getViewMatrix(); BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat); BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat); return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar()); } }