RFR: 8234921: Add DirectionalLight to the selection of 3D light types [v3]
Kevin Rushforth
kcr at openjdk.java.net
Mon Dec 20 13:00:31 UTC 2021
On Sat, 18 Dec 2021 15:45:07 GMT, Nir Lisker <nlisker at openjdk.org> wrote:
>> Adds a directional light as a subclass of `LightBase`. I think that this is the correct hierarchy for it.
>>
>> I tried to simulate a directional light by putting a point light far away, but I got artifacts when the distance was large. Instead, I added an on/off attenuation flag as the 4th component of the attenuation 4-vector. When it is 0, a simpler computation is used in the pixel/fragment shader that calculates the illumination based on the light direction only (making the position variables meaningless). When it is 1, the point/spot light computation is used. It's possible that the vertex shader can also be simplified in this case since it does not need to transform the position vectors, but I left this optimization avenue for another time.
>>
>> I noticed a drop of ~1 fps in the stress test of 5000 meshes.
>>
>> I added a system test that verifies the correct color result from a few directions. I also updated the lighting sample application to include 3 directional lights and tested them on all the models visually. The lights seem to behave the way I would expect.
>
> Nir Lisker has updated the pull request incrementally with one additional commit since the last revision:
>
> Fixes for review comments
tests/performance/3DLighting/attenuation/Environment.java line 87:
> 85:
> 86: directionalLight1.setDirection(new Point3D(-LIGHT_X_DIST, 0, LIGHT_Z_DIST));
> 87: directionalLight2.setDirection(new Point3D(LIGHT_X_DIST, 0, LIGHT_Z_DIST));
You need to add an import for `Point3D`.
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PR: https://git.openjdk.java.net/jfx/pull/548
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