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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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.light;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.WireFrustum;
import com.jme3.scene.shape.Box;
import com.jme3.shadow.BasicShadowRenderer;
import com.jme3.shadow.ShadowUtil;
public class TestShadow extends SimpleApplication {
float angle;
Spatial lightMdl;
Spatial teapot;
Geometry frustumMdl;
WireFrustum frustum;
private BasicShadowRenderer bsr;
private Vector3f[] points;
{
points = new Vector3f[8];
for (int i = 0; i < points.length; i++) points[i] = new Vector3f();
}
public static void main(String[] args){
TestShadow app = new TestShadow();
app.start();
}
@Override
public void simpleInitApp() {
// put the camera in a bad position
cam.setLocation(new Vector3f(0.7804813f, 1.7502685f, -2.1556435f));
cam.setRotation(new Quaternion(0.1961598f, -0.7213164f, 0.2266092f, 0.6243975f));
cam.setFrustumFar(10);
Material mat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m");
rootNode.setShadowMode(ShadowMode.Off);
Box floor = new Box(Vector3f.ZERO, 3, 0.1f, 3);
Geometry floorGeom = new Geometry("Floor", floor);
floorGeom.setMaterial(mat);
floorGeom.setLocalTranslation(0,-0.2f,0);
floorGeom.setShadowMode(ShadowMode.Receive);
rootNode.attachChild(floorGeom);
teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
teapot.setLocalScale(2f);
teapot.setMaterial(mat);
teapot.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(teapot);
// lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
// lightMdl.setMaterial(mat);
// // disable shadowing for light representation
// lightMdl.setShadowMode(ShadowMode.Off);
// rootNode.attachChild(lightMdl);
bsr = new BasicShadowRenderer(assetManager, 512);
bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
viewPort.addProcessor(bsr);
frustum = new WireFrustum(bsr.getPoints());
frustumMdl = new Geometry("f", frustum);
frustumMdl.setCullHint(Spatial.CullHint.Never);
frustumMdl.setShadowMode(ShadowMode.Off);
frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"));
frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true);
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red);
rootNode.attachChild(frustumMdl);
}
@Override
public void simpleUpdate(float tpf){
Camera shadowCam = bsr.getShadowCamera();
ShadowUtil.updateFrustumPoints2(shadowCam, points);
frustum.update(points);
// rotate teapot around Y axis
teapot.rotate(0, tpf * 0.25f, 0);
}
}