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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 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.profile.AppProfiler;
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.OpaqueComparator;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Spatial;
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
* @deprecated use {@link DirectionalLightShadowRenderer} with one split.
*/
@Deprecated
public class BasicShadowRenderer implements SceneProcessor {
private RenderManager renderManager;
private ViewPort viewPort;
final private FrameBuffer shadowFB;
final private Texture2D shadowMap;
final private Camera shadowCam;
final private Material preshadowMat;
final private Material postshadowMat;
final private Picture dispPic = new Picture("Picture");
private boolean noOccluders = false;
final private Vector3f[] points = new Vector3f[8];
final private Vector3f direction = new Vector3f();
protected Texture2D dummyTex;
final private float shadowMapSize;
protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
protected GeometryList shadowOccluders = new GeometryList(new OpaqueComparator());
/**
* 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);
//DO NOT COMMENT THIS (It prevents the OSX incomplete read buffer crash.)
dummyTex = new Texture2D(size, size, Format.RGBA8);
shadowFB.setColorTexture(dummyTex);
shadowMapSize = size;
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md");
postshadowMat.setTexture("ShadowMap", shadowMap);
dispPic.setTexture(manager, shadowMap, false);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
@Override
public void initialize(RenderManager rm, ViewPort vp) {
renderManager = rm;
viewPort = vp;
reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
}
@Override
public boolean isInitialized() {
return viewPort != null;
}
/**
* returns the light direction used for this processor
* @return the pre-existing vector
*/
public Vector3f getDirection() {
return direction;
}
/**
* sets the light direction to use to compute shadows
*
* @param direction a direction vector (not null, unaffected)
*/
public void setDirection(Vector3f direction) {
this.direction.set(direction).normalizeLocal();
}
/**
* debug only
* @return the pre-existing array
*/
public Vector3f[] getPoints() {
return points;
}
/**
* debug only
* returns the shadow camera
* @return the pre-existing camera
*/
public Camera getShadowCamera() {
return shadowCam;
}
@Override
public void postQueue(RenderQueue rq) {
for (Spatial scene : viewPort.getScenes()) {
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
}
// 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(viewPort, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
if (shadowOccluders.size() == 0) {
noOccluders = true;
return;
} else {
noOccluders = false;
}
Renderer r = renderManager.getRenderer();
renderManager.setCamera(shadowCam, false);
renderManager.setForcedMaterial(preshadowMat);
r.setFrameBuffer(shadowFB);
r.clearBuffers(true, true, true);
viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true);
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
renderManager.setCamera(viewCam, false);
}
/**
* debug only
* @return the pre-existing instance
*/
public Picture getDisplayPicture() {
return dispPic;
}
@Override
public void postFrame(FrameBuffer out) {
if (!noOccluders) {
postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
renderManager.setForcedMaterial(postshadowMat);
viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true);
renderManager.setForcedMaterial(null);
}
}
@Override
public void preFrame(float tpf) {
}
@Override
public void cleanup() {
}
@Override
public void setProfiler(AppProfiler profiler) {
// not implemented
}
@Override
public void reshape(ViewPort vp, int w, int h) {
dispPic.setPosition(w / 20f, h / 20f);
dispPic.setWidth(w / 5f);
dispPic.setHeight(h / 5f);
}
}
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