/*******************************************************************************
* 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";
}
}