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+/*
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+ * Copyright (c) 2009-2017 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.shadow.next.array;
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+
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+import com.jme3.light.Light;
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+import com.jme3.light.Light.Type;
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+import com.jme3.light.PointLight;
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+import com.jme3.math.Quaternion;
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+import com.jme3.math.Vector3f;
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+import com.jme3.renderer.RenderManager;
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+import com.jme3.renderer.ViewPort;
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+import com.jme3.renderer.queue.GeometryList;
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+import com.jme3.texture.TextureArray;
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+
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+/**
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+ * @author Kirill Vainer
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+ */
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+public class PointArrayShadowMap extends BaseArrayShadowMap<PointArrayShadowMapSlice> {
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+
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+ private final PointLight light;
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+
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+ private static final Quaternion[] ROTATIONS = new Quaternion[6];
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+
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+ static {
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+ for (int i = 0; i < ROTATIONS.length; i++) {
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+ ROTATIONS[i] = new Quaternion();
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+ }
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+
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+ // left
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+ ROTATIONS[0].fromAxes(Vector3f.UNIT_Z, Vector3f.UNIT_Y, Vector3f.UNIT_X.mult(-1f));
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+
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+ // right
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+ ROTATIONS[1].fromAxes(Vector3f.UNIT_Z.mult(-1f), Vector3f.UNIT_Y, Vector3f.UNIT_X);
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+
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+ // bottom
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+ ROTATIONS[2].fromAxes(Vector3f.UNIT_X.mult(-1f), Vector3f.UNIT_Z.mult(-1f), Vector3f.UNIT_Y.mult(-1f));
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+
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+ // top
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+ ROTATIONS[3].fromAxes(Vector3f.UNIT_X.mult(-1f), Vector3f.UNIT_Z, Vector3f.UNIT_Y);
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+
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+ // forward
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+ ROTATIONS[4].fromAxes(Vector3f.UNIT_X.mult(-1f), Vector3f.UNIT_Y, Vector3f.UNIT_Z.mult(-1f));
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+
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+ // backward
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+ ROTATIONS[5].fromAxes(Vector3f.UNIT_X, Vector3f.UNIT_Y, Vector3f.UNIT_Z);
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+ }
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+
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+ public PointArrayShadowMap(PointLight light, TextureArray array, int firstArraySlice, int textureSize) {
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+ super(array, firstArraySlice);
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+ this.light = light;
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+ this.slices = new PointArrayShadowMapSlice[6];
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+ for (int i = 0; i < slices.length; i++) {
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+ this.slices[i] = new PointArrayShadowMapSlice(array, firstArraySlice + i, textureSize, ROTATIONS[i]);
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+ }
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+ }
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+
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+ public void renderShadowMap(RenderManager renderManager, ViewPort viewPort, GeometryList shadowCasters) {
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+ for (int i = 0; i < slices.length; i++) {
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+ shadowCasters.clear();
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+ slices[i].updateShadowCamera(viewPort, light, shadowCasters);
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+ slices[i].renderShadowMap(renderManager, light, viewPort, shadowCasters);
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+ }
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+ }
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+
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+ @Override
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+ public Light.Type getLightType() {
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+ return Type.Point;
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+ }
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+
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+}
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