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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.shadow;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.math.Vector3f;
+import com.jme3.post.SceneProcessor;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.GeometryList;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.renderer.queue.RenderQueue.ShadowMode;
+import com.jme3.texture.FrameBuffer;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture2D;
+import com.jme3.ui.Picture;
+
+/**
+ * BasicShadowRenderer uses standard shadow mapping with one map
+ * it's useful to render shadows in a small scene, but edges might look a bit jagged.
+ *
+ * @author Kirill Vainer
+ */
+public class BasicShadowRenderer implements SceneProcessor {
+
+ private RenderManager renderManager;
+ private ViewPort viewPort;
+ private FrameBuffer shadowFB;
+ private Texture2D shadowMap;
+ private Camera shadowCam;
+ private Material preshadowMat;
+ private Material postshadowMat;
+ private Picture dispPic = new Picture("Picture");
+ private boolean noOccluders = false;
+ private Vector3f[] points = new Vector3f[8];
+ private Vector3f direction = new Vector3f();
+
+ /**
+ * Creates a BasicShadowRenderer
+ * @param manager the asset manager
+ * @param size the size of the shadow map (the map is square)
+ */
+ public BasicShadowRenderer(AssetManager manager, int size) {
+ shadowFB = new FrameBuffer(size, size, 1);
+ shadowMap = new Texture2D(size, size, Format.Depth);
+ shadowFB.setDepthTexture(shadowMap);
+ shadowCam = new Camera(size, size);
+
+ preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
+ postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
+ postshadowMat.setTexture("ShadowMap", shadowMap);
+
+ dispPic.setTexture(manager, shadowMap, false);
+
+ for (int i = 0; i < points.length; i++) {
+ points[i] = new Vector3f();
+ }
+ }
+
+ public void initialize(RenderManager rm, ViewPort vp) {
+ renderManager = rm;
+ viewPort = vp;
+
+ reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
+ }
+
+ public boolean isInitialized() {
+ return viewPort != null;
+ }
+
+ /**
+ * returns the light direction used for this processor
+ * @return
+ */
+ public Vector3f getDirection() {
+ return direction;
+ }
+
+ /**
+ * sets the light direction to use to computs shadows
+ * @param direction
+ */
+ public void setDirection(Vector3f direction) {
+ this.direction.set(direction).normalizeLocal();
+ }
+
+ /**
+ * debug only
+ * @return
+ */
+ public Vector3f[] getPoints() {
+ return points;
+ }
+
+ /**
+ * debug only
+ * returns the shadow camera
+ * @return
+ */
+ public Camera getShadowCamera() {
+ return shadowCam;
+ }
+
+ public void postQueue(RenderQueue rq) {
+ GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
+ if (occluders.size() == 0) {
+ noOccluders = true;
+ return;
+ } else {
+ noOccluders = false;
+ }
+
+ GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
+
+ // update frustum points based on current camera
+ Camera viewCam = viewPort.getCamera();
+ ShadowUtil.updateFrustumPoints(viewCam,
+ viewCam.getFrustumNear(),
+ viewCam.getFrustumFar(),
+ 1.0f,
+ points);
+
+ Vector3f frustaCenter = new Vector3f();
+ for (Vector3f point : points) {
+ frustaCenter.addLocal(point);
+ }
+ frustaCenter.multLocal(1f / 8f);
+
+ // update light direction
+ shadowCam.setProjectionMatrix(null);
+ shadowCam.setParallelProjection(true);
+// shadowCam.setFrustumPerspective(45, 1, 1, 20);
+
+ shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
+ shadowCam.update();
+ shadowCam.setLocation(frustaCenter);
+ shadowCam.update();
+ shadowCam.updateViewProjection();
+
+ // render shadow casters to shadow map
+ ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);
+
+ Renderer r = renderManager.getRenderer();
+ renderManager.setCamera(shadowCam, false);
+ renderManager.setForcedMaterial(preshadowMat);
+
+ r.setFrameBuffer(shadowFB);
+ r.clearBuffers(false, true, false);
+ viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
+ r.setFrameBuffer(viewPort.getOutputFrameBuffer());
+
+ renderManager.setForcedMaterial(null);
+ renderManager.setCamera(viewCam, false);
+ }
+
+ /**
+ * debug only
+ * @return
+ */
+ public Picture getDisplayPicture() {
+ return dispPic;
+ }
+
+ public void postFrame(FrameBuffer out) {
+ if (!noOccluders) {
+ postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
+ renderManager.setForcedMaterial(postshadowMat);
+ viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
+ renderManager.setForcedMaterial(null);
+ }
+ }
+
+ public void preFrame(float tpf) {
+ }
+
+ public void cleanup() {
+ }
+
+ public void reshape(ViewPort vp, int w, int h) {
+ dispPic.setPosition(w / 20f, h / 20f);
+ dispPic.setWidth(w / 5f);
+ dispPic.setHeight(h / 5f);
+ }
+}