/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* 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 the 'Xith3D Project Group' 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) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.effects.shadows;
import org.jagatoo.datatypes.Enableable;
import org.openmali.types.twodee.Sized2iRO;
import org.xith3d.render.RenderPass;
import org.xith3d.render.preprocessing.FrustumCuller;
import org.xith3d.render.preprocessing.RenderBin;
import org.xith3d.render.preprocessing.ShadowAtom;
import org.xith3d.scenegraph.Light;
import org.xith3d.scenegraph.Node;
import org.xith3d.scenegraph.Shape3D;
import org.xith3d.scenegraph.View;
/**
* The ShadowFactory is capable if creating the shadow system environment.
*
* @author Marvin Froehlich (aka Qudus)
*/
public abstract class ShadowFactory implements Enableable
{
public static final class ShadowFactoryIdentifier
{
}
private int shadowTextureUnit = 3;
private int shadowQuality = 10;
private int shadowSoftness = 0;
private boolean enabled = true;
/**
* @return the (partially) unique id,
* that maps the shadow-factory to the render-code.
*/
public abstract ShadowFactoryIdentifier getShadowFactoryId();
/**
* {@inheritDoc}
*/
public void setEnabled( boolean enabled )
{
this.enabled = enabled;
}
/**
* {@inheritDoc}
*/
public final boolean isEnabled()
{
return ( enabled );
}
/**
* Sets the texture-unit to use for the shadow map.
*
* @param unit
*/
public void setShadowTextureUnit( int unit )
{
this.shadowTextureUnit = unit;
}
/**
* @return the texture-unit to use for the shadow map.
*/
public final int getShadowTextureUnit()
{
return ( shadowTextureUnit );
}
public void setShadowQuality( int quality )
{
this.shadowQuality = quality;
}
public final int getShadowQuality()
{
return ( shadowQuality );
}
public abstract Sized2iRO getLightViewport();
public void setShadowSoftness( int softness )
{
this.shadowSoftness = softness;
}
public final int getShadowSoftness()
{
return ( shadowSoftness );
}
/**
* Checks, if the Light is accepted as "shadow caster".
* throws an ecception, if it is not accepted.
*
* @param light
*/
public abstract void verifyLight( Light light );
/**
* @return whether this ShadowFactory needs per-light-frustum-culling.
*/
public abstract boolean needsPerLightCulling();
public abstract RenderPass setupRenderPass( View view, Light light, float viewportAspect, RenderBin shadowBin, long frameId, boolean justForCulling );
/**
* This is called by the {@link FrustumCuller}, if a Node with occluder
* has been detected within the frustum.
*
* @param node
*/
public abstract ShadowAtom getShadowAtom( Node node );
/**
* This must be called from the scenegraph when a node's occluder state
* is changed.
*
* @param node
* @param isOccluder
*/
public abstract void onOccluderStateChanged( Node node, boolean isOccluder );
/**
* This must be called from the scenegraph when a shape's shadow-receiver state
* is changed.
*
* @param shape
* @param isShadowReceiver
*/
public abstract void onShadowReceiverStateChanged( Shape3D shape, boolean isShadowReceiver );
}