/*
* Copyright (c) 2009-2014 jMonkeyEngine
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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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);
}