use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class MirrorModifier method getWorldMatrix.
/**
* Fetches the world matrix transformation of the given node.
* @param node
* the node
* @return the node's world transformation matrix
*/
private Matrix4f getWorldMatrix(Node node) {
Matrix4f result = new Matrix4f();
result.setTranslation(node.getWorldTranslation());
result.setRotationQuaternion(node.getWorldRotation());
result.setScale(node.getWorldScale());
return result;
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class TestMultiRenderTarget method preFrame.
public void preFrame(float tpf) {
Matrix4f inverseViewProj = cam.getViewProjectionMatrix().invert();
mat.setMatrix4("ViewProjectionMatrixInverse", inverseViewProj);
techOrig = renderManager.getForcedTechnique();
renderManager.setForcedTechnique("GBuf");
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class InstancedDirectionalShadowFilter method preFrame.
@Override
protected void preFrame(float tpf) {
shadowRenderer.preFrame(tpf);
if (instanceRendering) {
material.setMatrix4("ViewProjectionMatrixInverseRight", rightCamera.getViewProjectionMatrix().invert());
Matrix4f m = rightCamera.getViewProjectionMatrix();
material.setVector4("ViewProjectionMatrixRow2Right", temp4f2.set(m.m20, m.m21, m.m22, m.m23));
}
material.setMatrix4("ViewProjectionMatrixInverse", viewPort.getCamera().getViewProjectionMatrix().invert());
Matrix4f m = viewPort.getCamera().getViewProjectionMatrix();
material.setVector4("ViewProjectionMatrixRow2", temp4f.set(m.m20, m.m21, m.m22, m.m23));
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class ShadowUtil method updateShadowCamera.
/**
* Updates the shadow camera to properly contain the given points (which
* contain the eye camera frustum corners) and the shadow occluder objects
* collected through the traverse of the scene hierarchy
*/
public static void updateShadowCamera(ViewPort viewPort, GeometryList receivers, Camera shadowCam, Vector3f[] points, GeometryList splitOccluders, float shadowMapSize) {
boolean ortho = shadowCam.isParallelProjection();
shadowCam.setProjectionMatrix(null);
if (ortho) {
shadowCam.setFrustum(-shadowCam.getFrustumFar(), shadowCam.getFrustumFar(), -1, 1, 1, -1);
}
// create transform to rotate points to viewspace
Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
TempVars vars = TempVars.get();
BoundingBox casterBB = new BoundingBox();
BoundingBox receiverBB = new BoundingBox();
int casterCount = 0, receiverCount = 0;
for (int i = 0; i < receivers.size(); i++) {
// convert bounding box to light's viewproj space
Geometry receiver = receivers.get(i);
BoundingVolume bv = receiver.getWorldBound();
BoundingVolume recvBox = bv.transform(viewProjMatrix, vars.bbox);
if (splitBB.intersects(recvBox)) {
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (!Float.isNaN(recvBox.getCenter().x) && !Float.isInfinite(recvBox.getCenter().x)) {
receiverBB.mergeLocal(recvBox);
receiverCount++;
}
}
}
// collect splitOccluders through scene recursive traverse
OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
for (Spatial scene : viewPort.getScenes()) {
occExt.addOccluders(scene);
}
casterCount = occExt.casterCount;
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
if (casterCount != receiverCount) {
casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
}
Vector3f casterMin = casterBB.getMin(vars.vect1);
Vector3f casterMax = casterBB.getMax(vars.vect2);
Vector3f receiverMin = receiverBB.getMin(vars.vect3);
Vector3f receiverMax = receiverBB.getMax(vars.vect4);
Vector3f splitMin = splitBB.getMin(vars.vect5);
Vector3f splitMax = splitBB.getMax(vars.vect6);
splitMin.z = 0;
// if (!ortho) {
// shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
// }
Matrix4f projMatrix = shadowCam.getProjectionMatrix();
Vector3f cropMin = vars.vect7;
Vector3f cropMax = vars.vect8;
// IMPORTANT: Special handling for Z values
cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
cropMin.z = min(casterMin.z, splitMin.z);
cropMax.z = min(receiverMax.z, splitMax.z);
// Create the crop matrix.
float scaleX, scaleY, scaleZ;
float offsetX, offsetY, offsetZ;
scaleX = (2.0f) / (cropMax.x - cropMin.x);
scaleY = (2.0f) / (cropMax.y - cropMin.y);
//Shadow map stabilization approximation from shaderX 7
//from Practical Cascaded Shadow maps adapted to PSSM
//scale stabilization
float halfTextureSize = shadowMapSize * 0.5f;
if (halfTextureSize != 0 && scaleX > 0 && scaleY > 0) {
float scaleQuantizer = 0.1f;
scaleX = 1.0f / FastMath.ceil(1.0f / scaleX * scaleQuantizer) * scaleQuantizer;
scaleY = 1.0f / FastMath.ceil(1.0f / scaleY * scaleQuantizer) * scaleQuantizer;
}
offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
//offset stabilization
if (halfTextureSize != 0 && scaleX > 0 && scaleY > 0) {
offsetX = FastMath.ceil(offsetX * halfTextureSize) / halfTextureSize;
offsetY = FastMath.ceil(offsetY * halfTextureSize) / halfTextureSize;
}
scaleZ = 1.0f / (cropMax.z - cropMin.z);
offsetZ = -cropMin.z * scaleZ;
Matrix4f cropMatrix = vars.tempMat4;
cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f);
Matrix4f result = new Matrix4f();
result.set(cropMatrix);
result.multLocal(projMatrix);
vars.release();
shadowCam.setProjectionMatrix(result);
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class PssmShadowFilter method preFrame.
@Override
protected void preFrame(float tpf) {
pssmRenderer.preFrame(tpf);
material.setMatrix4("ViewProjectionMatrixInverse", viewPort.getCamera().getViewProjectionMatrix().invert());
Matrix4f m = viewPort.getCamera().getViewProjectionMatrix();
material.setVector4("ViewProjectionMatrixRow2", tmpv.set(m.m20, m.m21, m.m22, m.m23));
}
Aggregations