Package com.jme3.shadow

Source Code of com.jme3.shadow.SpotLightShadowFilter

/*
* Copyright (c) 2009-2012 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.shadow;

import com.jme3.asset.AssetManager;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.light.SpotLight;
import java.io.IOException;

/**
*
* This Filter does basically the same as a SpotLightShadowRenderer except it
* renders the post shadow pass as a fulscreen quad pass instead of a geometry
* pass. It's mostly faster than PssmShadowRenderer as long as you have more
* than a about ten shadow recieving objects. The expense is the draw back that
* the shadow Recieve mode set on spatial is ignored. So basically all and only
* objects that render depth in the scene receive shadows. See this post for
* more details
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
*
* API is basically the same as the PssmShadowRenderer;
*
* @author Rémy Bouquet aka Nehon
*/
public class SpotLightShadowFilter extends AbstractShadowFilter<SpotLightShadowRenderer> {

    /**
     * Creates a SpotLight Shadow Filter
     *
     * @param assetManager the application asset manager
     * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,
     * etc...) the more quality, the less fps).
     */
    public SpotLightShadowFilter(AssetManager assetManager, int shadowMapSize) {
        super(assetManager, shadowMapSize, new SpotLightShadowRenderer(assetManager, shadowMapSize));
    }

    /**
     * return the light used to cast shadows
     *
     * @return the SpotLight
     */
    public SpotLight getLight() {
        return shadowRenderer.getLight();
    }

    /**
     * Sets the light to use to cast shadows
     *
     * @param light a SpotLight
     */
    public void setLight(SpotLight light) {
        shadowRenderer.setLight(light);
    }

    /**
     * How far the shadows are rendered in the view
     *
     * @see setShadowZExtend(float zFar)
     * @return shadowZExtend
     */
    public float getShadowZExtend() {
        return shadowRenderer.getShadowZExtend();
    }

    /**
     * Set the distance from the eye where the shadows will be rendered default
     * value is dynamicaly computed to the shadow casters/receivers union bound
     * zFar, capped to view frustum far value.
     *
     * @param zFar the zFar values that override the computed one
     */
    public void setShadowZExtend(float zFar) {
        shadowRenderer.setShadowZExtend(zFar);
    }

    /**
     * Define the length over which the shadow will fade out when using a
     * shadowZextend
     *
     * @param length the fade length in world units
     */
    public void setShadowZFadeLength(float length) {
        shadowRenderer.setShadowZFadeLength(length);
    }

    /**
     * get the length over which the shadow will fade out when using a
     * shadowZextend
     *
     * @return the fade length in world units
     */
    public float getShadowZFadeLength() {
        return shadowRenderer.getShadowZFadeLength();
    }

    @Override
    public void write(JmeExporter ex) throws IOException {
        super.write(ex);
        OutputCapsule oc = ex.getCapsule(this);
        oc.write(shadowRenderer, "shadowRenderer", null);

    }

    @Override
    public void read(JmeImporter im) throws IOException {
        super.read(im);
        InputCapsule ic = im.getCapsule(this);
        shadowRenderer = (SpotLightShadowRenderer) ic.readSavable("shadowRenderer", null);
    }
}
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