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+/*
+ * Copyright (c) 2009-2010 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.jme3.post;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.material.RenderState;
+import com.jme3.material.RenderState.FaceCullMode;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.texture.FrameBuffer;
+
+/**
+ * Processor that lays depth first, this can improve performance in complex
+ * scenes.
+ */
+public class PreDepthProcessor implements SceneProcessor {
+
+ private RenderManager rm;
+ private ViewPort vp;
+ private AssetManager assetManager;
+ private Material preDepth;
+ private RenderState forcedRS;
+
+ public PreDepthProcessor(AssetManager assetManager){
+ this.assetManager = assetManager;
+ preDepth = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
+ preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
+ preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
+
+ forcedRS = new RenderState();
+ forcedRS.setDepthTest(true);
+ forcedRS.setDepthWrite(false);
+ }
+
+ public void initialize(RenderManager rm, ViewPort vp) {
+ this.rm = rm;
+ this.vp = vp;
+ }
+
+ public void reshape(ViewPort vp, int w, int h) {
+ this.vp = vp;
+ }
+
+ public boolean isInitialized() {
+ return vp != null;
+ }
+
+ public void preFrame(float tpf) {
+ }
+
+ public void postQueue(RenderQueue rq) {
+ // lay depth first
+ rm.setForcedMaterial(preDepth);
+ rq.renderQueue(RenderQueue.Bucket.Opaque, rm, vp.getCamera(), false);
+ rm.setForcedMaterial(null);
+
+ rm.setForcedRenderState(forcedRS);
+ }
+
+ public void postFrame(FrameBuffer out) {
+ rm.setForcedRenderState(null);
+ }
+
+ public void cleanup() {
+ vp = null;
+ }
+
+}