/* * Copyright (c) 2009-2014 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.light; import com.jme3.renderer.Camera; import com.jme3.scene.Geometry; /** * <code>LightFilter</code> is used to determine which lights should be * rendered for a particular {@link Geometry} + {@link Camera} combination. * * @author Kirill Vainer */ public interface LightFilter { /** * Sets the camera for which future filtering is to be done against in * {@link #filterLights(com.jme3.scene.Geometry, com.jme3.light.LightList)}. * * @param camera The camera to perform light filtering against. */ public void setCamera(Camera camera); /** * Determine which lights on the {@link Geometry#getWorldLightList() world * light list} are to be rendered. * <p> * The simplest implementation (e.g. one that performs no filtering) would * simply copy the contents of {@link Geometry#getWorldLightList()} to * {@code filteredLightList}. * <p> * An advanced implementation would determine if the light intersects * the {@link Geometry#getWorldBound() geometry's bounding volume} and if * the light intersects the frustum of the camera set in * {@link #setCamera(com.jme3.renderer.Camera)} as well as sort the lights * according to some "influence" criteria - this will then provide * an optimal set of lights that should be used for rendering. * * @param geometry The geometry for which the light filtering is performed. * @param filteredLightList The results are to be stored here. */ public void filterLights(Geometry geometry, LightList filteredLightList); }