/*
* 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.PointLight;
import java.io.IOException;
/**
*
* This Filter does basically the same as a PointLightShadowRenderer except it
* renders the post shadow pass as a fulscreen quad pass instead of a geometry
* pass. It's mostly faster than PointLightShadowRenderer 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 PointLightShadowFilter extends AbstractShadowFilter<PointLightShadowRenderer> {
/**
* Creates a PointLightShadowFilter
*
* @param assetManager the application asset manager
* @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,
* etc...)
*/
public PointLightShadowFilter(AssetManager assetManager, int shadowMapSize) {
super(assetManager, shadowMapSize, new PointLightShadowRenderer(assetManager, shadowMapSize));
}
/**
* gets the point light used to cast shadows with this processor
*
* @return the point light
*/
public PointLight getLight() {
return shadowRenderer.getLight();
}
/**
* sets the light to use for casting shadows with this processor
*
* @param light the point light
*/
public void setLight(PointLight light) {
shadowRenderer.setLight(light);
}
@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 = (PointLightShadowRenderer) ic.readSavable("shadowRenderer", null);
}
}