/**
* 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.render.jsr231;
import javax.media.opengl.GL;
import org.jagatoo.logging.ProfileTimer;
import org.openmali.FastMath;
import org.openmali.vecmath2.Point3f;
import org.xith3d.effects.EffectFactory;
import org.xith3d.effects.shadows.VolumeShadowFactory;
import org.xith3d.effects.shadows.occluder.Occluder;
import org.xith3d.render.OpenGLCapabilities;
import org.xith3d.render.OpenGLStatesCache;
import org.xith3d.render.preprocessing.RenderBin;
import org.xith3d.scenegraph.Light;
import org.xith3d.scenegraph.Node;
import org.xith3d.scenegraph.View;
import org.xith3d.utility.logging.X3DLog;
/**
* Handles volume shadow rendering.
*
* @author David Yazel
* @author Lilian Chamontin [jsr231 port]
* @author Marvin Froehlich (aka Qudus)
*/
public class VolumeShadowRenderPeer implements ShadowRenderPeer.ShadowRenderPeerInterface
{
private float[] openGLProjMatrix = new float[ 16 ];
private float[] viewTrans = new float[ 16 ];
public final int initShadows( GL gl, View view, Light light, RenderBin shadowBin, RenderPeerImpl renderPeer, long frameId )
{
return ( 0 );
}
private final int drawObjectShadow( GL gl, OpenGLStatesCache statesCache, OpenGLCapabilities glCaps, Occluder object )
{
final boolean statesCacheDisabled = !statesCache.enabled;
gl.glPushMatrix();
gl.glLoadMatrixf( viewTrans, 0 );
object.getWorldTransform().getColumnMajor( openGLProjMatrix );
gl.glMultMatrixf( openGLProjMatrix, 0 );
if ( statesCacheDisabled || statesCache.colorsArrayEnabled )
{
gl.glDisableClientState( GL.GL_COLOR_ARRAY );
statesCache.colorsArrayEnabled = false;
}
if ( statesCacheDisabled || statesCache.normalsArrayEnabled )
{
gl.glDisableClientState( GL.GL_NORMAL_ARRAY );
statesCache.normalsArrayEnabled = false;
}
for ( int i = 0; i < glCaps.getMaxTextureUnits(); i++ )
{
final int tuMaskValue = FastMath.pow( 2, i );
if ( statesCacheDisabled || ( statesCache.texCoordArraysEnableMask & tuMaskValue ) != 0 )
{
ShapeAtomPeer.selectClientTextureUnit( gl, i, statesCache, false );
gl.glDisableClientState( GL.GL_TEXTURE_COORD_ARRAY );
statesCache.texCoordArraysEnableMask &= ~tuMaskValue;
}
}
if ( statesCacheDisabled || !statesCache.coordsArrayEnabled )
{
gl.glEnableClientState( GL.GL_VERTEX_ARRAY );
statesCache.coordsArrayEnabled = true;
}
gl.glVertexPointer( 3, GL.GL_FLOAT, 0, object.getBuffer().getCoordinatesData().getBuffer().rewind() );
gl.glDrawArrays( GL.GL_TRIANGLES, 0, object.getBuffer().getValidVertexCount() );
gl.glPopMatrix();
return ( object.getBuffer().getValidVertexCount() / 3 );
}
/**
* Draws the shadow volumes in the ShadowBin.
*
* @param gl
* @param view
* @param light
* @param shadowBin
* @param renderPeer
* @param frameId
*/
public final int drawShadows( GL gl, View view, Light light, RenderBin shadowBin, RenderPeerImpl renderPeer, long frameId )
{
final OpenGLStatesCache statesCache = renderPeer.getStatesCache();
final OpenGLCapabilities glCaps = renderPeer.getCanvasPeer().getOpenGLCapabilities();
final VolumeShadowFactory shadowFactory = (VolumeShadowFactory)EffectFactory.getInstance().getShadowFactory();
final Point3f lightSourcePos = shadowFactory.getLightSourcePosition();
int numTriangles = 0;
ProfileTimer.startProfile( X3DLog.LOG_CHANNEL, "ShadowShaderPeer::drawShadows" );
//final int FULLMASK = 0xffffffff;
//final int STENCIL_VAL = 128;
// determine edges
final RenderBin bin = shadowBin;
for ( int i = 0; i < bin.size(); i++ )
{
final Node node = bin.getAtom( i ).getNode();
final Occluder occluder = (Occluder)node.getShadowAttachment();
occluder.determineVisibleEdges( lightSourcePos );
}
gl.glDisable( GL.GL_LIGHTING ); // turn off lighting
statesCache.lightingEnabled = true;
gl.glEnable( GL.GL_CULL_FACE );
statesCache.cullFaceEnabled = true;
gl.glCullFace( GL.GL_BACK );
gl.glDepthMask( false ); // turn off writing to the depth-buffer
gl.glDepthFunc( GL.GL_LEQUAL );
gl.glEnable( GL.GL_STENCIL_TEST ); // turn on stencil buffer testing
statesCache.stencilTestEnabled = true;
gl.glColorMask( false, false, false, false ); // don't draw into the color buffer
gl.glStencilFunc( GL.GL_ALWAYS, 1, 0xffffffff );
gl.glFrontFace( GL.GL_CCW );
// frst pass: increase stencil value in the shadow
gl.glStencilOp( GL.GL_KEEP, GL.GL_KEEP, GL.GL_INCR );
for ( int i = 0; i < bin.size(); i++ )
{
final Node node = bin.getAtom( i ).getNode();
final Occluder occluder = (Occluder)node.getShadowAttachment();
numTriangles += drawObjectShadow( gl, statesCache, glCaps, occluder );
}
// second pass: decrease stencil value in the shadow
gl.glFrontFace( GL.GL_CW );
gl.glStencilOp( GL.GL_KEEP, GL.GL_KEEP, GL.GL_DECR );
gl.glColor3f( 0f, 0f, 0f );
for ( int i = 0; i < bin.size(); i++ )
{
final Node node = bin.getAtom( i ).getNode();
final Occluder occluder = (Occluder)node.getShadowAttachment();
drawObjectShadow( gl, statesCache, glCaps, occluder );
}
gl.glFrontFace( GL.GL_CCW );
gl.glColorMask( ( statesCache.colorWriteMask & 1 ) != 0,
( statesCache.colorWriteMask & 2 ) != 0,
( statesCache.colorWriteMask & 4 ) != 0,
( statesCache.colorWriteMask & 8 ) != 0
); // reset color-mask
// draw a shadowing rectangle covering the entire screen
gl.glColor4f( 0.0f, 0.0f, 0.0f, 0.2f );
gl.glEnable( GL.GL_BLEND );
statesCache.blendingEnabled = true;
gl.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA );
gl.glStencilFunc( GL.GL_NOTEQUAL, 0, 0xffffffff );
gl.glStencilOp( GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP );
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glBegin( GL.GL_TRIANGLE_STRIP );
gl.glVertex3f( -1f, +1f, -0.20f );
gl.glVertex3f( -1f, -1f, -0.20f );
gl.glVertex3f( +1f, +1f, -0.20f );
gl.glVertex3f( +1f, -1f, -0.20f );
gl.glEnd();
gl.glPopMatrix();
gl.glDisable( GL.GL_BLEND );
statesCache.blendingEnabled = false;
gl.glDepthFunc( GL.GL_LEQUAL );
gl.glDepthMask( true );
gl.glEnable( GL.GL_LIGHTING );
statesCache.lightingEnabled = true;
gl.glDisable( GL.GL_STENCIL_TEST );
statesCache.stencilTestEnabled = false;
gl.glShadeModel( GL.GL_SMOOTH );
ProfileTimer.endProfile();
return ( numTriangles );
}
}