/******************************************************************************* * 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.realistic; import java.util.Set; import com.badlogic.gdx.graphics.Cubemap.CubemapSide; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g3d.environment.PointLight; import com.badlogic.gdx.tests.g3d.shadows.system.FirstPassBaseShadowSystem; 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; /** The Realistic shadow system creates real shadows. Indeed, with this system, a shadow is the absence of light. This system * performs only one render pass for each light and then render the scene. * @author realitix */ public class RealisticShadowSystem extends FirstPassBaseShadowSystem { /** Number of pass before render the scene */ public static final int PASS_QUANTITY = 1; public RealisticShadowSystem () { super(); } public RealisticShadowSystem (NearFarAnalyzer nearFarAnalyzer, ShadowMapAllocator allocator, DirectionalAnalyzer directionalAnalyzer, LightFilter lightFilter) { super(nearFarAnalyzer, allocator, directionalAnalyzer, lightFilter); } @Override public int getPassQuantity () { return PASS_QUANTITY; } @Override public void init () { super.init(); mainShaderProvider = new MainShaderProvider(new MainShader.Config(this)); } @Override protected void init1 () { super.init1(); passShaderProviders[FIRST_PASS] = new Pass1ShaderProvider(); } /** No point light support */ @Override public void addLight (PointLight point, Set<CubemapSide> sides) { } /** @return First pass texture containing all depth maps. */ public Texture getTexture () { return this.getTexture(FIRST_PASS); } @Override public String toString () { return "RealisticShadowSystem"; } }