/** * 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.shadows; import java.io.IOException; import java.net.URL; import org.xith3d.loaders.shaders.impl.glsl.GLSLShaderLoader; import org.xith3d.loaders.shaders.impl.glsl.GLSLShaderLoader.InlineVariableMapping; import org.xith3d.scenegraph.Appearance; import org.xith3d.scenegraph.GLSLContext; import org.xith3d.scenegraph.GLSLFragmentShader; import org.xith3d.scenegraph.GLSLParameters; import org.xith3d.scenegraph.GLSLShaderProgram; import org.xith3d.scenegraph.GLSLVertexShader; import org.xith3d.scenegraph.Shape3D; import org.xith3d.scenegraph.Texture; import org.xith3d.scenegraph.TextureAttributes; import org.xith3d.scenegraph.TextureUnit; import org.xith3d.scenegraph.Transform3D; /** * This {@link ShadowFactory} realizes shadow-mapping through GLSL. * * @author Marvin Froehlich (aka Qudus) */ public class GLSLShadowMappingFactory extends ShadowMappingFactory { private static GLSLContext shaderProgram = null; private final Transform3D cameraModelView = new Transform3D(); /** * {@inheritDoc} */ @Override protected void calculateTextureMatrix( float fovy, float aspect, float near, float far, Transform3D lightTransform, Transform3D viewTransform, Transform3D textureTransform ) { super.calculateTextureMatrix( fovy, aspect, near, far, lightTransform, viewTransform, textureTransform ); cameraModelView.set( viewTransform ); //cameraModelView.invert(); textureTransform.mul( cameraModelView ); } private static URL getResource( String resName ) throws IOException { URL url = GLSLShadowMappingFactory.class.getClassLoader().getResource( resName ); if ( url == null ) { throw new IOException( "Could not find resource \"" + resName + "\"." ); } return ( url ); } private GLSLContext getShaderProgram() throws IOException { if ( shaderProgram != null ) return ( shaderProgram ); URL url = getResource( "resources/org/xith3d/shaders/shadowmapping/shader.shadowmapping.glslvert" ); GLSLVertexShader vertexShader = GLSLShaderLoader.getInstance().loadVertexShader( url, new InlineVariableMapping[] { new InlineVariableMapping( "shadowMapUnit", 3 ) } ); url = getResource( "resources/org/xith3d/shaders/shadowmapping/shader.shadowmapping.glslfrag" ); GLSLFragmentShader fragmentShader = GLSLShaderLoader.getInstance().loadFragmentShader( url ); shaderProgram = new GLSLContext( new GLSLShaderProgram( vertexShader, fragmentShader ) ); GLSLParameters params = shaderProgram.getUniformParameters(); params.setUniformVar( "texture0", 0 ); params.setUniformVar( "shadowMap", getShadowTextureUnit() ); //params.setUniformVar( "shadowMapUnit", getShadowTextureUnit() ); params.setUniformVar( "softness", getShadowSoftness() ); params.setUniformVar( "soft_dist", 0.2f ); return ( shaderProgram ); } /** * {@inheritDoc} */ @Override public void setShadowSoftness( int softness ) { super.setShadowSoftness( softness ); try { getShaderProgram().getUniformParameters().setUniformVar( "softness", getShadowSoftness() ); } catch ( IOException e ) { e.printStackTrace(); } } /** * {@inheritDoc} */ @Override public void onShadowReceiverStateChanged( Shape3D shape, boolean isShadowReceiver ) { if ( isShadowReceiver ) { final Appearance app = shape.getAppearance( true ); try { app.setShaderProgramContext( getShaderProgram() ); } catch ( IOException e ) { e.printStackTrace(); } app.setTexture( getShadowTextureUnit(), getShadowMap() ); TextureAttributes currTA = app.getTextureAttributes( getShadowTextureUnit() ); if ( currTA == null ) { app.setTextureAttributes( getShadowTextureUnit(), getShadowMapAttributes() ); } else if ( currTA != getShadowMapAttributes() ) { currTA.setCompareMode( getShadowMapAttributes().getCompareMode() ); currTA.setCompareFunction( getShadowMapAttributes().getCompareFunction() ); } } else { final Appearance app = shape.getAppearance(); if ( app != null ) { TextureUnit tu = app.getTextureUnit( getShadowTextureUnit() ); if ( tu != null ) { if ( ( tu.getTexture() == getShadowMap() ) && ( tu.getTextureAttributes() == this.getShadowMapAttributes() ) && ( tu.getTexCoordGeneration() == null ) ) { app.setTextureUnit( getShadowTextureUnit(), null ); } else { if ( tu.getTexture() == getShadowMap() ) tu.setTexture( (Texture)null ); if ( tu.getTextureAttributes() == getShadowMapAttributes() ) tu.setTextureAttributes( null ); } } } } } /** * {@inheritDoc} */ @Override public void setEnabled( boolean enabled ) { super.setEnabled( enabled ); if ( shaderProgram != null ) shaderProgram.setEnabled( enabled ); } public GLSLShadowMappingFactory() { setShadowQuality( getShadowQuality() ); } }