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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;
}
}