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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 
33 package com.jme3.post;
34 
35 import com.jme3.asset.AssetManager;
36 import com.jme3.material.Material;
37 import com.jme3.material.RenderState;
38 import com.jme3.material.RenderState.FaceCullMode;
39 import com.jme3.renderer.RenderManager;
40 import com.jme3.renderer.ViewPort;
41 import com.jme3.renderer.queue.RenderQueue;
42 import com.jme3.texture.FrameBuffer;
43 
44 /**
45  * Processor that lays depth first, this can improve performance in complex
46  * scenes.
47  */
48 public class PreDepthProcessor implements SceneProcessor {
49 
50     private RenderManager rm;
51     private ViewPort vp;
52     private AssetManager assetManager;
53     private Material preDepth;
54     private RenderState forcedRS;
55 
PreDepthProcessor(AssetManager assetManager)56     public PreDepthProcessor(AssetManager assetManager){
57         this.assetManager = assetManager;
58         preDepth = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
59         preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
60         preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
61 
62         forcedRS = new RenderState();
63         forcedRS.setDepthTest(true);
64         forcedRS.setDepthWrite(false);
65     }
66 
initialize(RenderManager rm, ViewPort vp)67     public void initialize(RenderManager rm, ViewPort vp) {
68         this.rm = rm;
69         this.vp = vp;
70     }
71 
reshape(ViewPort vp, int w, int h)72     public void reshape(ViewPort vp, int w, int h) {
73         this.vp = vp;
74     }
75 
isInitialized()76     public boolean isInitialized() {
77         return vp != null;
78     }
79 
preFrame(float tpf)80     public void preFrame(float tpf) {
81     }
82 
postQueue(RenderQueue rq)83     public void postQueue(RenderQueue rq) {
84         // lay depth first
85         rm.setForcedMaterial(preDepth);
86         rq.renderQueue(RenderQueue.Bucket.Opaque, rm, vp.getCamera(), false);
87         rm.setForcedMaterial(null);
88 
89         rm.setForcedRenderState(forcedRS);
90     }
91 
postFrame(FrameBuffer out)92     public void postFrame(FrameBuffer out) {
93         rm.setForcedRenderState(null);
94     }
95 
cleanup()96     public void cleanup() {
97         vp = null;
98     }
99 
100 }
101