Difference between Shadow renderer and shadow filter?

First, some background: according to my tests, the shadow Filter on master doesn’t work (don’t render shadow) on this hardware:

intel HD2000
geforce 8600m

It does work on

intel HD4400

The shadow renderer does not have this problem.

The wiki does not explain the pro and cons of using the renderer rather than the filter… is the renderer intended to be more compatible?

I am not a pro but since the shadowrenderer renders the shadows (like spatials get rendered), this is the Power hungry and Accurate Version.
It happens on a vectorial Base.

A Filter is always applied Post-Rendering so it is only applied Pixel by Pixel but faster for that case.

They should both work, though

The ShadowRenderer is the first one that has been implemented.
It works this way :
Pre pass : render the scene from the light pint of view to compute the shadow maps (depth maps, I encourage you to read on shadow mapping if you want to know the details)
Post pass : the actual rendering fo the shadows over the rendered scene : To render the shadows it does an additional geometry pass and renders the geometries with a forced shadow material.

If you have a big scene with several hundred geoms it’s gonna be slow because of all the additional draw call issued by the post pass.

That’s where the ShadowFilter is better.
Instead of doing an additional geometry pass, the shadow filter renders the shadows in screen space (in a filter), by reconstructing the geometries position from the depth buffer (some math tricks). this way it doesn’t matter how much geometries you have on screen, it will always render at the same speed. And that’s usually faster than the shadowRenderer.

It has some draw backs though :

  • The shadow mode hint “receive” is ignored by the filter. All objects that write depth are considered receiving geometries.
  • If you have less than around 25 geoms it might be slower than the Renderer.

About your issue, do you have some shader compilation error? or is it just not rendering the shadows?
Could you test the example projects test case (TestDirectionalShadows for example)

3 Likes

This code does not show the shadows:

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import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.AnalogListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.shadow.DirectionalLightShadowFilter;
import com.jme3.shadow.DirectionalLightShadowRenderer;
import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
import com.jme3.util.TangentBinormalGenerator;

public class Main extends SimpleApplication implements ActionListener, AnalogListener {
    public static final int SHADOWMAP_SIZE = 1024;

    private Spatial[] obj;
    private Material[] mat;
    private DirectionalLightShadowRenderer dlsr;
    private DirectionalLightShadowFilter dlsf;
    private Geometry ground;
    private Material matGroundU;
    private Material matGroundL;

    public static void main(String[] args) {
        Main app = new Main();
        app.start();
    }
    private float frustumSize = 100;

    public void onAnalog(String name, float value, float tpf) {
        if (cam.isParallelProjection()) {
            // Instead of moving closer/farther to object, we zoom in/out.
            if (name.equals("Size-")) {
                frustumSize += 5f * tpf;
            } else {
                frustumSize -= 5f * tpf;
            }

            float aspect = (float) cam.getWidth() / cam.getHeight();
            cam.setFrustum(-1000, 1000, -aspect * frustumSize, aspect * frustumSize, frustumSize, -frustumSize);
        }
    }

    public void loadScene() {
        obj = new Spatial[2];
        // Setup first view


        mat = new Material[2];
        mat[0] = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
        mat[1] = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
        mat[1].setBoolean("UseMaterialColors", true);
        mat[1].setColor("Ambient", ColorRGBA.White.mult(0.5f));
        mat[1].setColor("Diffuse", ColorRGBA.White.clone());


        obj[0] = new Geometry("sphere", new Sphere(30, 30, 2));
        obj[0].setShadowMode(ShadowMode.CastAndReceive);
        obj[1] = new Geometry("cube", new Box(1.0f, 1.0f, 1.0f));
        obj[1].setShadowMode(ShadowMode.CastAndReceive);
        TangentBinormalGenerator.generate(obj[1]);
        TangentBinormalGenerator.generate(obj[0]);


        for (int i = 0; i < 60; i++) {
            Spatial t = obj[FastMath.nextRandomInt(0, obj.length - 1)].clone(false);
            t.setLocalScale(FastMath.nextRandomFloat() * 10f);
            t.setMaterial(mat[FastMath.nextRandomInt(0, mat.length - 1)]);
            rootNode.attachChild(t);
            t.setLocalTranslation(FastMath.nextRandomFloat() * 200f, FastMath.nextRandomFloat() * 30f + 20, 30f * (i + 2f));
        }

        Box b = new Box(new Vector3f(0, 10, 550), 1000, 2, 1000);
        b.scaleTextureCoordinates(new Vector2f(10, 10));
        ground = new Geometry("soil", b);
        matGroundU = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        matGroundU.setColor("Color", ColorRGBA.Green);


        matGroundL = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
        Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
        grass.setWrap(WrapMode.Repeat);
        matGroundL.setTexture("DiffuseMap", grass);

        ground.setMaterial(matGroundL);

        ground.setShadowMode(ShadowMode.CastAndReceive);
        rootNode.attachChild(ground);

        l = new DirectionalLight();
        //l.setDirection(new Vector3f(0.5973172f, -0.16583486f, 0.7846725f).normalizeLocal());
        l.setDirection(new Vector3f(-1, -1, -1));
        rootNode.addLight(l);


        AmbientLight al = new AmbientLight();
        al.setColor(ColorRGBA.White.mult(0.5f));
        rootNode.addLight(al);

        Spatial sky = SkyFactory.createSky(assetManager, "Scenes/Beach/FullskiesSunset0068.dds", false);
        sky.setLocalScale(350);

        rootNode.attachChild(sky);
    }
    DirectionalLight l;

    @Override
    public void simpleInitApp() {
        // put the camera in a bad position
        cam.setLocation(new Vector3f(65.25412f, 44.38738f, 9.087874f));
        cam.setRotation(new Quaternion(0.078139365f, 0.050241485f, -0.003942559f, 0.9956679f));

        flyCam.setMoveSpeed(100);

        loadScene();

        dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 3);
        dlsr.setLight(l);
        dlsr.setLambda(0.55f);
        dlsr.setShadowIntensity(0.6f);
        dlsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
        dlsr.displayDebug();
        //viewPort.addProcessor(dlsr);

        dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE, 3);
        dlsf.setLight(l);
        dlsf.setLambda(0.55f);
        dlsf.setShadowIntensity(0.6f);
        dlsf.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
        //dlsf.setEnabled(false);

        FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
        fpp.addFilter(dlsf);

        viewPort.addProcessor(fpp);

        initInputs();
    }

    private void initInputs() {

        inputManager.addMapping("ThicknessUp", new KeyTrigger(KeyInput.KEY_Y));
        inputManager.addMapping("ThicknessDown", new KeyTrigger(KeyInput.KEY_H));
        inputManager.addMapping("lambdaUp", new KeyTrigger(KeyInput.KEY_U));
        inputManager.addMapping("lambdaDown", new KeyTrigger(KeyInput.KEY_J));
        inputManager.addMapping("switchGroundMat", new KeyTrigger(KeyInput.KEY_M));
        inputManager.addMapping("debug", new KeyTrigger(KeyInput.KEY_X));
        inputManager.addMapping("stabilize", new KeyTrigger(KeyInput.KEY_B));


        inputManager.addMapping("up", new KeyTrigger(KeyInput.KEY_NUMPAD8));
        inputManager.addMapping("down", new KeyTrigger(KeyInput.KEY_NUMPAD2));
        inputManager.addMapping("right", new KeyTrigger(KeyInput.KEY_NUMPAD6));
        inputManager.addMapping("left", new KeyTrigger(KeyInput.KEY_NUMPAD4));
        inputManager.addMapping("fwd", new KeyTrigger(KeyInput.KEY_PGUP));
        inputManager.addMapping("back", new KeyTrigger(KeyInput.KEY_PGDN));
        inputManager.addMapping("pp", new KeyTrigger(KeyInput.KEY_P));


        inputManager.addListener(this, "lambdaUp", "lambdaDown", "ThicknessUp", "ThicknessDown",
                "switchGroundMat", "debug", "up", "down", "right", "left", "fwd", "back", "pp","stabilize");

        //ShadowTestUIManager uiMan = new ShadowTestUIManager(assetManager, dlsr, dlsf, guiNode, inputManager, viewPort);

        inputManager.addListener(this, "Size+", "Size-");
        inputManager.addMapping("Size+", new KeyTrigger(KeyInput.KEY_W));
        inputManager.addMapping("Size-", new KeyTrigger(KeyInput.KEY_S));
 
        shadowStabilizationText = new BitmapText(guiFont, false);
        shadowStabilizationText.setSize(guiFont.getCharSet().getRenderedSize() * 0.75f);
        shadowStabilizationText.setText("(b:on/off) Shadow stabilization : " + dlsr.isEnabledStabilization());
        shadowStabilizationText.setLocalTranslation(10, viewPort.getCamera().getHeight() - 100, 0);
        guiNode.attachChild(shadowStabilizationText);
    }
    private  BitmapText shadowStabilizationText ;

    public void onAction(String name, boolean keyPressed, float tpf) {


        if (name.equals("pp") && keyPressed) {
            if (cam.isParallelProjection()) {
                cam.setFrustumPerspective(45, (float) cam.getWidth() / cam.getHeight(), 1, 1000);
            } else {
                cam.setParallelProjection(true);
                float aspect = (float) cam.getWidth() / cam.getHeight();
                cam.setFrustum(-1000, 1000, -aspect * frustumSize, aspect * frustumSize, frustumSize, -frustumSize);

            }
        }

        if (name.equals("lambdaUp") && keyPressed) {
            dlsr.setLambda(dlsr.getLambda() + 0.01f);
            dlsf.setLambda(dlsr.getLambda() + 0.01f);
            System.out.println("Lambda : " + dlsr.getLambda());
        } else if (name.equals("lambdaDown") && keyPressed) {
            dlsr.setLambda(dlsr.getLambda() - 0.01f);
            dlsf.setLambda(dlsr.getLambda() - 0.01f);
            System.out.println("Lambda : " + dlsr.getLambda());
        }


        if (name.equals("debug") && keyPressed) {
            dlsr.displayFrustum();
        }

        if (name.equals("stabilize") && keyPressed) {
            dlsr.setEnabledStabilization(!dlsr.isEnabledStabilization());
            dlsf.setEnabledStabilization(!dlsf.isEnabledStabilization());  
            shadowStabilizationText.setText("(b:on/off) Shadow stabilization : " + dlsr.isEnabledStabilization());
        }

        if (name.equals("switchGroundMat") && keyPressed) {
            if (ground.getMaterial() == matGroundL) {
                ground.setMaterial(matGroundU);
            } else {
                ground.setMaterial(matGroundL);
            }
        }

        if (name.equals("up")) {
            up = keyPressed;
        }
        if (name.equals("down")) {
            down = keyPressed;
        }
        if (name.equals("right")) {
            right = keyPressed;
        }
        if (name.equals("left")) {
            left = keyPressed;
        }
        if (name.equals("fwd")) {
            fwd = keyPressed;
        }
        if (name.equals("back")) {
            back = keyPressed;
        }

    }
    boolean up = false;
    boolean down = false;
    boolean left = false;
    boolean right = false;
    boolean fwd = false;
    boolean back = false;
    float time = 0;
    float s = 1f;

    @Override
    public void simpleUpdate(float tpf) {
        if (up) {
            Vector3f v = l.getDirection();
            v.y += tpf / s;
            setDir(v);
        }
        if (down) {
            Vector3f v = l.getDirection();
            v.y -= tpf / s;
            setDir(v);
        }
        if (right) {
            Vector3f v = l.getDirection();
            v.x += tpf / s;
            setDir(v);
        }
        if (left) {
            Vector3f v = l.getDirection();
            v.x -= tpf / s;
            setDir(v);
        }
        if (fwd) {
            Vector3f v = l.getDirection();
            v.z += tpf / s;
            setDir(v);
        }
        if (back) {
            Vector3f v = l.getDirection();
            v.z -= tpf / s;
            setDir(v);
        }

    }

    private void setDir(Vector3f v) {
        l.setDirection(v);
    }
}