/* * 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); } }