/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.tests.g3d.shadows.system; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.glutils.FrameBuffer; import com.badlogic.gdx.tests.g3d.shadows.utils.DirectionalAnalyzer; import com.badlogic.gdx.tests.g3d.shadows.utils.LightFilter; import com.badlogic.gdx.tests.g3d.shadows.utils.NearFarAnalyzer; import com.badlogic.gdx.tests.g3d.shadows.utils.ShadowMapAllocator; /** FirstPassBaseShadowSystem assumes that the first pass renders all depth map in one texture. * @author realitix */ public abstract class FirstPassBaseShadowSystem extends BaseShadowSystem { protected static int FIRST_PASS = 0; public FirstPassBaseShadowSystem () { super(); } public FirstPassBaseShadowSystem (NearFarAnalyzer nearFarAnalyzer, ShadowMapAllocator allocator, DirectionalAnalyzer directionalAnalyzer, LightFilter lightFilter) { super(nearFarAnalyzer, allocator, directionalAnalyzer, lightFilter); } @Override protected void init (int n) { if (n == FIRST_PASS) init1(); } protected void init1 () { frameBuffers[FIRST_PASS] = new FrameBuffer(Pixmap.Format.RGBA8888, allocator.getWidth(), allocator.getHeight(), true); } @Override protected void beginPass (int n) { super.beginPass(n); if (n == FIRST_PASS) beginPass1(); }; protected void beginPass1 () { allocator.begin(); Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST); } @Override protected void endPass (int n) { super.endPass(n); if (n == FIRST_PASS) endPass1(); }; protected void endPass1 () { allocator.end(); Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST); } }