On Mon, 28 Jun 2021 12:13:44 GMT, Nir Lisker <nlis...@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. The API and docs look good. After changing the `@since` to 18, it should be ready for the CSR. I haven't looked at the implementation yet. I did build and try the updated manual test program on Windows and Linux and it looks fine. Long term, I still think there might be value in having a dedicated shader path for directional lights, but that can be a future enhancement. modules/javafx.graphics/src/main/java/javafx/scene/DirectionalLight.java line 2: > 1: /* > 2: * Copyright (c) 2020, Oracle and/or its affiliates. All rights reserved. 2021 modules/javafx.graphics/src/main/java/javafx/scene/DirectionalLight.java line 52: > 50: * source that can be simulated with this light type. > 51: * > 52: * @since 17 18 ------------- PR: https://git.openjdk.java.net/jfx/pull/548