/**
* 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.celshading;
import org.openmali.spatial.bodies.Frustum;
import org.openmali.vecmath2.Matrix4f;
import org.openmali.vecmath2.Vector3f;
import org.xith3d.scenegraph.Appearance;
import org.xith3d.scenegraph.Geometry;
import org.xith3d.scenegraph.Shape3D;
import org.xith3d.scenegraph.UpdatableNode;
import org.xith3d.scenegraph.View;
/**
* Insert type comment here.
*
* @author Marvin Froehlich (aka Qudus)
*/
public class SimpleCelShadingFactory extends CelShadingFactory
{
private static final Vector3f lightDirection = new Vector3f( 0f, 0f, 1f );
private static class CelShadingShape extends Shape3D implements UpdatableNode
{
private long nextUpdateTime = -1L;
private static final void transposeTransform( Matrix4f m, Vector3f v )
{
v.set( m.m00() * v.getX() + m.m10() * v.getY() + m.m20() * v.getZ(),
m.m01() * v.getX() + m.m11() * v.getY() + m.m21() * v.getZ(),
m.m02() * v.getX() + m.m12() * v.getY() + m.m22() * v.getZ()
);
}
private static final void updateTextureCoordinates( Geometry geometry, Matrix4f matrix )
{
Vector3f tmpVector = Vector3f.fromPool();
float tmpShade;
int numVertices = geometry.getVertexCount();
for ( int i = 0; i < numVertices; i++ )
{
geometry.getNormal( i, tmpVector );
transposeTransform( matrix, tmpVector );
tmpVector.normalize();
tmpShade = tmpVector.dot( lightDirection );
if ( tmpShade < 0.0f )
tmpShade = 0.0f;
geometry.setTextureCoordinate( 0, i, tmpShade, 0f );
}
Vector3f.toPool( tmpVector );
}
public boolean update( View view, Frustum frustum, long nanoTime, long nanoStep )
{
if ( nanoTime >= nextUpdateTime )
{
Matrix4f m = Matrix4f.fromPool();
this.getWorldTransform().get( m );
m.invert();
updateTextureCoordinates( getGeometry(), m );
Matrix4f.toPool( m );
nextUpdateTime = nanoTime + 10000000L;
}
return ( true );
}
public CelShadingShape( Geometry geometry, Appearance appearance )
{
super( geometry, appearance );
}
}
/**
* {@inheritDoc}
*/
@Override
protected Shape3D createMainShape( Geometry geometry )
{
Appearance app = getBaseAppearance();
return ( new CelShadingShape( geometry, app ) );
}
}