| /* |
| * 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; |
| } |
| |
| } |