/* * 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.post; import com.jme3.asset.AssetManager; import com.jme3.material.Material; import com.jme3.material.RenderState; import com.jme3.material.RenderState.FaceCullMode; import com.jme3.profile.AppProfiler; import com.jme3.renderer.RenderManager; import com.jme3.renderer.ViewPort; import com.jme3.renderer.queue.RenderQueue; import com.jme3.texture.FrameBuffer; /** * Processor that lays depth first, this can improve performance in complex * scenes. */ public class PreDepthProcessor implements SceneProcessor { private RenderManager rm; private ViewPort vp; private AssetManager assetManager; private Material preDepth; private RenderState forcedRS; private AppProfiler prof; public PreDepthProcessor(AssetManager assetManager){ this.assetManager = assetManager; preDepth = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md"); preDepth.getAdditionalRenderState().setPolyOffset(0, 0); preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back); forcedRS = new RenderState(); forcedRS.setDepthTest(true); forcedRS.setDepthWrite(false); } public void initialize(RenderManager rm, ViewPort vp) { this.rm = rm; this.vp = vp; } public void reshape(ViewPort vp, int w, int h) { this.vp = vp; } public boolean isInitialized() { return vp != null; } public void preFrame(float tpf) { } public void postQueue(RenderQueue rq) { // lay depth first rm.setForcedMaterial(preDepth); rq.renderQueue(RenderQueue.Bucket.Opaque, rm, vp.getCamera(), false); rm.setForcedMaterial(null); rm.setForcedRenderState(forcedRS); } public void postFrame(FrameBuffer out) { rm.setForcedRenderState(null); } public void cleanup() { vp = null; } @Override public void setProfiler(AppProfiler profiler) { this.prof = profiler; } }