projectedtextureutil.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 179 行
JAVA
179 行
/*
* Copyright (c) 2003-2009 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.jmex.effects;
import com.jme.image.Texture;
import com.jme.math.Matrix4f;
import com.jme.math.Vector3f;
import com.jme.renderer.AbstractCamera;
import com.jme.renderer.Renderer;
import com.jme.system.DisplaySystem;
/**
* <code>ProjectedTextureUtil</code>
*
* @author Rikard Herlitz (MrCoder)
*
* @author Joshua Ellen (basixs)
* [1-16-2009] - Abstracted, removed direct calls to openGL
*
*/
public class ProjectedTextureUtil {
private static AbstractCamera camera = null;
private static Matrix4f lightProjectionMatrix = new Matrix4f();
private static Matrix4f lightViewMatrix = new Matrix4f();
private static Matrix4f biasMatrix = new Matrix4f( 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f,
1.0f ); // bias from [-1, 1] to [0, 1]
/**
* Updated texture matrix on the provided texture
*
* @param texture
* Texture to update texturematrix on
* @param fov
* Projector field of view, in angles
* @param aspect
* Projector frustum aspect ratio
* @param near
* Projector frustum near plane
* @param far
* Projector frustum far plane
* @param pos
* Projector position
* @param aim
* Projector look at position
*/
public static void updateProjectedTexture( Texture texture, float fov,
float aspect, float near, float far, Vector3f pos, Vector3f aim,
Vector3f up ) {
matrixLookAt( pos, aim, up, lightViewMatrix );
matrixProjection( fov, aspect, near, far, lightProjectionMatrix );
texture.getMatrix().set(
lightViewMatrix.multLocal( lightProjectionMatrix ).multLocal(
biasMatrix ) ).transposeLocal();
}
/**
* Populates a <code>Matrix4f</code> with the proper look at transformations
* from the ModelView matrix.
* @param location the 'Where' in result matrix
* @param at the 'At' in the result matrix
* @param up the world up
* @param result the altered <code>Matrix4f</code>
*/
public static void matrixLookAt( Vector3f location, Vector3f at,
Vector3f up, Matrix4f result ) {
checkCamera();
camera.setLocation( location );
camera.lookAt( at, up );
result.set( camera.getModelViewMatrix() );
}
/**
* Populates a <code>Matrix4f</code> with the proper frustum transformations
* from the ModelView matrix.
* @param fovY the Field of View
* @param aspect the aspect ratio
* @param near the near plane of the frustum
* @param far the far frame of the frustum
* @param result the altered <code>Matrix4f</code>
*/
public static void matrixPerspective( float fovY, float aspect,
float near, float far, Matrix4f result ) {
checkCamera();
camera.setFrustumPerspective( fovY, aspect, near, far );
result.set( camera.getModelViewMatrix() );
}
/**
* Populates a <code>Matrix4f</code> with the proper frustum transformations
* from the Projection matrix.
* @param fovY the Field of View
* @param aspect the aspect ratio
* @param near the near plane of the frustum
* @param far the far frame of the frustum
* @param result the altered <code>Matrix4f</code>
*/
public static void matrixProjection( float fovY, float aspect, float near,
float far, Matrix4f result ) {
checkCamera();
camera.setFrustumPerspective( fovY, aspect, near, far );
result.set( camera.getProjectionMatrix() );
}
/**
* Populates a <code>Matrix4f</code> with the proper frustum transformations
* from the Projection matrix.
* @param frustumLeft the left plane of the frustum
* @param frustumRight the right plane of the frustum
* @param frustumBottom the bottom plane of the frustum
* @param frustumTop the top plane of the frustum
* @param frustumNear the near plane of the frustum
* @param frustumFar the far plane of the frustum
* @param result the altered <code>Matrix4f</code>
*/
public static void matrixFrustum( float frustumLeft, float frustumRight,
float frustumBottom, float frustumTop, float frustumNear,
float frustumFar, Matrix4f result ) {
checkCamera();
camera.setFrustum( frustumFar, frustumFar, frustumLeft, frustumRight,
frustumTop, frustumFar );
result.set( camera.getProjectionMatrix() );
}
private static void checkCamera() {
if( camera == null ){
final Renderer renderer = DisplaySystem.getDisplaySystem().getRenderer();
camera = (AbstractCamera) renderer.createCamera(
renderer.getWidth(), renderer.getHeight() );
camera.setDataOnly( true );
}
}
}
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