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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:
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      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.
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     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
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     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 
     33 package jme3test.light;
     34 
     35 import com.jme3.app.SimpleApplication;
     36 import com.jme3.material.Material;
     37 import com.jme3.math.ColorRGBA;
     38 import com.jme3.math.Quaternion;
     39 import com.jme3.math.Vector3f;
     40 import com.jme3.renderer.Camera;
     41 import com.jme3.renderer.queue.RenderQueue.ShadowMode;
     42 import com.jme3.scene.Geometry;
     43 import com.jme3.scene.Spatial;
     44 import com.jme3.scene.debug.WireFrustum;
     45 import com.jme3.scene.shape.Box;
     46 import com.jme3.shadow.BasicShadowRenderer;
     47 import com.jme3.shadow.ShadowUtil;
     48 
     49 public class TestShadow extends SimpleApplication {
     50 
     51     float angle;
     52     Spatial lightMdl;
     53     Spatial teapot;
     54     Geometry frustumMdl;
     55     WireFrustum frustum;
     56 
     57     private BasicShadowRenderer bsr;
     58     private Vector3f[] points;
     59 
     60     {
     61         points = new Vector3f[8];
     62         for (int i = 0; i < points.length; i++) points[i] = new Vector3f();
     63     }
     64 
     65     public static void main(String[] args){
     66         TestShadow app = new TestShadow();
     67         app.start();
     68     }
     69 
     70     @Override
     71     public void simpleInitApp() {
     72         // put the camera in a bad position
     73         cam.setLocation(new Vector3f(0.7804813f, 1.7502685f, -2.1556435f));
     74         cam.setRotation(new Quaternion(0.1961598f, -0.7213164f, 0.2266092f, 0.6243975f));
     75         cam.setFrustumFar(10);
     76 
     77         Material mat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m");
     78         rootNode.setShadowMode(ShadowMode.Off);
     79         Box floor = new Box(Vector3f.ZERO, 3, 0.1f, 3);
     80         Geometry floorGeom = new Geometry("Floor", floor);
     81         floorGeom.setMaterial(mat);
     82         floorGeom.setLocalTranslation(0,-0.2f,0);
     83         floorGeom.setShadowMode(ShadowMode.Receive);
     84         rootNode.attachChild(floorGeom);
     85 
     86         teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
     87         teapot.setLocalScale(2f);
     88         teapot.setMaterial(mat);
     89         teapot.setShadowMode(ShadowMode.CastAndReceive);
     90         rootNode.attachChild(teapot);
     91 //        lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
     92 //        lightMdl.setMaterial(mat);
     93 //        // disable shadowing for light representation
     94 //        lightMdl.setShadowMode(ShadowMode.Off);
     95 //        rootNode.attachChild(lightMdl);
     96 
     97         bsr = new BasicShadowRenderer(assetManager, 512);
     98         bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
     99         viewPort.addProcessor(bsr);
    100 
    101         frustum = new WireFrustum(bsr.getPoints());
    102         frustumMdl = new Geometry("f", frustum);
    103         frustumMdl.setCullHint(Spatial.CullHint.Never);
    104         frustumMdl.setShadowMode(ShadowMode.Off);
    105         frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"));
    106         frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true);
    107         frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red);
    108         rootNode.attachChild(frustumMdl);
    109     }
    110 
    111     @Override
    112     public void simpleUpdate(float tpf){
    113         Camera shadowCam = bsr.getShadowCamera();
    114         ShadowUtil.updateFrustumPoints2(shadowCam, points);
    115 
    116         frustum.update(points);
    117         // rotate teapot around Y axis
    118         teapot.rotate(0, tpf * 0.25f, 0);
    119     }
    120 
    121 }
    122