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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 package com.jme3.shadow;
     33 
     34 import com.jme3.light.DirectionalLight;
     35 import com.jme3.light.Light;
     36 import com.jme3.light.PointLight;
     37 import com.jme3.math.Vector3f;
     38 import com.jme3.renderer.Camera;
     39 
     40 /**
     41  * Creates a camera according to a light
     42  * Handy to compute projection matrix of a light
     43  * @author Kirill Vainer
     44  */
     45 public class ShadowCamera {
     46 
     47     private Vector3f[] points = new Vector3f[8];
     48     private Light target;
     49 
     50     public ShadowCamera(Light target) {
     51         this.target = target;
     52         for (int i = 0; i < points.length; i++) {
     53             points[i] = new Vector3f();
     54         }
     55     }
     56 
     57     /**
     58      * Updates the camera view direction and position based on the light
     59      */
     60     public void updateLightCamera(Camera lightCam) {
     61         if (target.getType() == Light.Type.Directional) {
     62             DirectionalLight dl = (DirectionalLight) target;
     63             lightCam.setParallelProjection(true);
     64             lightCam.setLocation(Vector3f.ZERO);
     65             lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
     66             lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
     67         } else {
     68             PointLight pl = (PointLight) target;
     69             lightCam.setParallelProjection(false);
     70             lightCam.setLocation(pl.getPosition());
     71             // direction will have to be calculated automatically
     72             lightCam.setFrustumPerspective(45, 1, 1, 300);
     73         }
     74     }
     75 }
     76