/* * 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 jme3test.light; import com.jme3.app.SimpleApplication; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.renderer.Camera; import com.jme3.renderer.queue.RenderQueue.ShadowMode; import com.jme3.scene.Geometry; import com.jme3.scene.Spatial; import com.jme3.scene.debug.WireFrustum; import com.jme3.scene.shape.Box; import com.jme3.shadow.BasicShadowRenderer; import com.jme3.shadow.ShadowUtil; public class TestShadow extends SimpleApplication { float angle; Spatial lightMdl; Spatial teapot; Geometry frustumMdl; WireFrustum frustum; private BasicShadowRenderer bsr; private Vector3f[] points; { points = new Vector3f[8]; for (int i = 0; i < points.length; i++) points[i] = new Vector3f(); } public static void main(String[] args){ TestShadow app = new TestShadow(); app.start(); } @Override public void simpleInitApp() { // put the camera in a bad position cam.setLocation(new Vector3f(0.7804813f, 1.7502685f, -2.1556435f)); cam.setRotation(new Quaternion(0.1961598f, -0.7213164f, 0.2266092f, 0.6243975f)); cam.setFrustumFar(10); Material mat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"); rootNode.setShadowMode(ShadowMode.Off); Box floor = new Box(3, 0.1f, 3); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(mat); floorGeom.setLocalTranslation(0,-0.2f,0); floorGeom.setShadowMode(ShadowMode.Receive); rootNode.attachChild(floorGeom); teapot = assetManager.loadModel("Models/Teapot/Teapot.obj"); teapot.setLocalScale(2f); teapot.setMaterial(mat); teapot.setShadowMode(ShadowMode.CastAndReceive); rootNode.attachChild(teapot); // lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f)); // lightMdl.setMaterial(mat); // // disable shadowing for light representation // lightMdl.setShadowMode(ShadowMode.Off); // rootNode.attachChild(lightMdl); bsr = new BasicShadowRenderer(assetManager, 512); bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); viewPort.addProcessor(bsr); frustum = new WireFrustum(bsr.getPoints()); frustumMdl = new Geometry("f", frustum); frustumMdl.setCullHint(Spatial.CullHint.Never); frustumMdl.setShadowMode(ShadowMode.Off); frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md")); frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true); frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red); rootNode.attachChild(frustumMdl); } @Override public void simpleUpdate(float tpf){ Camera shadowCam = bsr.getShadowCamera(); ShadowUtil.updateFrustumPoints2(shadowCam, points); frustum.update(points); // rotate teapot around Y axis teapot.rotate(0, tpf * 0.25f, 0); } }