On Sat, 18 Dec 2021 15:45:07 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. > > 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`. ------------- PR: https://git.openjdk.java.net/jfx/pull/548