/*******************************************************************************
* 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);
}
}