use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class TestColorApp method simpleInitApp.
@Override
public void simpleInitApp() {
// Lights
DirectionalLight sun = new DirectionalLight();
Vector3f sunPosition = new Vector3f(1, -1, 1);
sun.setDirection(sunPosition);
sun.setColor(new ColorRGBA(1f, 1f, 1f, 1f));
rootNode.addLight(sun);
//DirectionalLightShadowFilter sun_renderer = new DirectionalLightShadowFilter(assetManager, 2048, 4);
DirectionalLightShadowRenderer sun_renderer = new DirectionalLightShadowRenderer(assetManager, 2048, 1);
sun_renderer.setLight(sun);
viewPort.addProcessor(sun_renderer);
// FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
// fpp.addFilter(sun_renderer);
// viewPort.addProcessor(fpp);
rootNode.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
// Camera
viewPort.setBackgroundColor(new ColorRGBA(.6f, .6f, .6f, 1f));
ChaseCamera chaseCam = new ChaseCamera(cam, inputManager);
// Objects
// Ground Object
final Geometry groundBoxWhite = new Geometry("Box", new Box(7.5f, 7.5f, .25f));
float[] f = { -FastMath.PI / 2, 3 * FastMath.PI / 2, 0f };
groundBoxWhite.setLocalRotation(new Quaternion(f));
groundBoxWhite.move(7.5f, -.75f, 7.5f);
final Material groundMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
groundMaterial.setColor("Diffuse", new ColorRGBA(.9f, .9f, .9f, .9f));
groundBoxWhite.setMaterial(groundMaterial);
groundBoxWhite.addControl(chaseCam);
rootNode.attachChild(groundBoxWhite);
// Planter
Geometry planterBox = new Geometry("Box", new Box(.5f, .5f, .5f));
final Material planterMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
planterMaterial.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg"));
planterBox.setMaterial(groundMaterial);
planterBox.setLocalTranslation(10, 0, 9);
rootNode.attachChild(planterBox);
// Action!
inputManager.addMapping("on", new KeyTrigger(KeyInput.KEY_Z));
inputManager.addMapping("off", new KeyTrigger(KeyInput.KEY_X));
inputManager.addListener(new AnalogListener() {
@Override
public void onAnalog(String s, float v, float v1) {
if (s.equals("on")) {
groundBoxWhite.setMaterial(planterMaterial);
}
if (s.equals("off")) {
groundBoxWhite.setMaterial(groundMaterial);
}
}
}, "on", "off");
inputEnabled = true;
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class TestDirectionalLightShadow method simpleInitApp.
@Override
public void simpleInitApp() {
// put the camera in a bad position
// cam.setLocation(new Vector3f(65.25412f, 44.38738f, 9.087874f));
// cam.setRotation(new Quaternion(0.078139365f, 0.050241485f, -0.003942559f, 0.9956679f));
cam.setLocation(new Vector3f(3.3720117f, 42.838284f, -83.43792f));
cam.setRotation(new Quaternion(0.13833192f, -0.08969371f, 0.012581267f, 0.9862358f));
flyCam.setMoveSpeed(100);
loadScene();
dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 3);
dlsr.setLight(l);
dlsr.setLambda(0.55f);
dlsr.setShadowIntensity(0.8f);
dlsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
dlsr.displayDebug();
viewPort.addProcessor(dlsr);
dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE, 3);
dlsf.setLight(l);
dlsf.setLambda(0.55f);
dlsf.setShadowIntensity(0.8f);
dlsf.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
dlsf.setEnabled(false);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(dlsf);
viewPort.addProcessor(fpp);
initInputs();
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class RollingTheMonkey method simpleInitApp.
@Override
public void simpleInitApp() {
flyCam.setEnabled(false);
cam.setLocation(new Vector3f(0.0f, 12.0f, 21.0f));
viewPort.setBackgroundColor(new ColorRGBA(0.2118f, 0.0824f, 0.6549f, 1.0f));
// init physics
BulletAppState bulletState = new BulletAppState();
stateManager.attach(bulletState);
space = bulletState.getPhysicsSpace();
space.addCollisionListener(this);
// create light
DirectionalLight sun = new DirectionalLight();
sun.setDirection((new Vector3f(-0.7f, -0.3f, -0.5f)).normalizeLocal());
System.out.println("Here We Go: " + sun.getDirection());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
// create materials
Material materialRed = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialRed.setBoolean("UseMaterialColors", true);
materialRed.setBoolean("HardwareShadows", true);
materialRed.setColor("Diffuse", new ColorRGBA(0.9451f, 0.0078f, 0.0314f, 1.0f));
materialRed.setColor("Specular", ColorRGBA.White);
materialRed.setFloat("Shininess", 64.0f);
Material materialGreen = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialGreen.setBoolean("UseMaterialColors", true);
materialGreen.setBoolean("HardwareShadows", true);
materialGreen.setColor("Diffuse", new ColorRGBA(0.0431f, 0.7725f, 0.0078f, 1.0f));
materialGreen.setColor("Specular", ColorRGBA.White);
materialGreen.setFloat("Shininess", 64.0f);
Material logoMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
logoMaterial.setBoolean("UseMaterialColors", true);
logoMaterial.setBoolean("HardwareShadows", true);
logoMaterial.setTexture("DiffuseMap", assetManager.loadTexture("com/jme3/app/Monkey.png"));
logoMaterial.setColor("Diffuse", ColorRGBA.White);
logoMaterial.setColor("Specular", ColorRGBA.White);
logoMaterial.setFloat("Shininess", 32.0f);
Material materialYellow = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialYellow.setBoolean("UseMaterialColors", true);
materialYellow.setBoolean("HardwareShadows", true);
materialYellow.setColor("Diffuse", new ColorRGBA(0.9529f, 0.7843f, 0.0078f, 1.0f));
materialYellow.setColor("Specular", ColorRGBA.White);
materialYellow.setFloat("Shininess", 64.0f);
// create level spatial
// TODO: create your own level mesh
Node level = new Node("level");
level.setShadowMode(ShadowMode.CastAndReceive);
Geometry floor = new Geometry("floor", new Box(22.0f, 0.5f, 22.0f));
floor.setShadowMode(ShadowMode.Receive);
floor.setLocalTranslation(0.0f, -0.5f, 0.0f);
floor.setMaterial(materialGreen);
Geometry wallNorth = new Geometry("wallNorth", new Box(22.0f, 2.0f, 0.5f));
wallNorth.setLocalTranslation(0.0f, 2.0f, 21.5f);
wallNorth.setMaterial(materialRed);
Geometry wallSouth = new Geometry("wallSouth", new Box(22.0f, 2.0f, 0.5f));
wallSouth.setLocalTranslation(0.0f, 2.0f, -21.5f);
wallSouth.setMaterial(materialRed);
Geometry wallEast = new Geometry("wallEast", new Box(0.5f, 2.0f, 21.0f));
wallEast.setLocalTranslation(-21.5f, 2.0f, 0.0f);
wallEast.setMaterial(materialRed);
Geometry wallWest = new Geometry("wallWest", new Box(0.5f, 2.0f, 21.0f));
wallWest.setLocalTranslation(21.5f, 2.0f, 0.0f);
wallWest.setMaterial(materialRed);
level.attachChild(floor);
level.attachChild(wallNorth);
level.attachChild(wallSouth);
level.attachChild(wallEast);
level.attachChild(wallWest);
// The easy way: level.addControl(new RigidBodyControl(0));
// create level Shape
CompoundCollisionShape levelShape = new CompoundCollisionShape();
BoxCollisionShape floorShape = new BoxCollisionShape(new Vector3f(22.0f, 0.5f, 22.0f));
BoxCollisionShape wallNorthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
BoxCollisionShape wallSouthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
BoxCollisionShape wallEastShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
BoxCollisionShape wallWestShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
levelShape.addChildShape(floorShape, new Vector3f(0.0f, -0.5f, 0.0f));
levelShape.addChildShape(wallNorthShape, new Vector3f(0.0f, 2.0f, -21.5f));
levelShape.addChildShape(wallSouthShape, new Vector3f(0.0f, 2.0f, 21.5f));
levelShape.addChildShape(wallEastShape, new Vector3f(-21.5f, 2.0f, 0.0f));
levelShape.addChildShape(wallEastShape, new Vector3f(21.5f, 2.0f, 0.0f));
level.addControl(new RigidBodyControl(levelShape, 0));
rootNode.attachChild(level);
space.addAll(level);
// create Pickups
// TODO: create your own pickUp mesh
// create single mesh for all pickups
// HINT: think particles.
pickUps = new Node("pickups");
Quaternion rotation = new Quaternion();
Vector3f translation = new Vector3f(0.0f, PICKUP_SIZE * 1.5f, -PICKUP_RADIUS);
int index = 0;
float ammount = FastMath.TWO_PI / PICKUP_COUNT;
for (float angle = 0; angle < FastMath.TWO_PI; angle += ammount) {
Geometry pickUp = new Geometry("pickUp" + (index++), new Box(PICKUP_SIZE, PICKUP_SIZE, PICKUP_SIZE));
pickUp.setShadowMode(ShadowMode.CastAndReceive);
pickUp.setMaterial(materialYellow);
pickUp.setLocalRotation(rotation.fromAngles(FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI));
rotation.fromAngles(0.0f, angle, 0.0f);
rotation.mult(translation, pickUp.getLocalTranslation());
pickUps.attachChild(pickUp);
pickUp.addControl(new GhostControl(new SphereCollisionShape(PICKUP_SIZE)));
space.addAll(pickUp);
//space.addCollisionListener(pickUpControl);
}
rootNode.attachChild(pickUps);
// Create player
// TODO: create your own player mesh
Geometry playerGeometry = new Geometry("player", new Sphere(16, 32, PLAYER_RADIUS));
playerGeometry.setShadowMode(ShadowMode.CastAndReceive);
playerGeometry.setLocalTranslation(PLAYER_START.clone());
playerGeometry.setMaterial(logoMaterial);
// Store control for applying forces
// TODO: create your own player control
player = new RigidBodyControl(new SphereCollisionShape(PLAYER_RADIUS), PLAYER_MASS);
player.setRestitution(PLAYER_REST);
playerGeometry.addControl(player);
rootNode.attachChild(playerGeometry);
space.addAll(playerGeometry);
inputManager.addMapping(INPUT_MAPPING_FORWARD, new KeyTrigger(KeyInput.KEY_UP), new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping(INPUT_MAPPING_BACKWARD, new KeyTrigger(KeyInput.KEY_DOWN), new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping(INPUT_MAPPING_LEFT, new KeyTrigger(KeyInput.KEY_LEFT), new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping(INPUT_MAPPING_RIGHT, new KeyTrigger(KeyInput.KEY_RIGHT), new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping(INPUT_MAPPING_RESET, new KeyTrigger(KeyInput.KEY_R));
inputManager.addListener(this, INPUT_MAPPING_FORWARD, INPUT_MAPPING_BACKWARD, INPUT_MAPPING_LEFT, INPUT_MAPPING_RIGHT, INPUT_MAPPING_RESET);
// init UI
infoText = new BitmapText(guiFont, false);
infoText.setText(INFO_MESSAGE);
guiNode.attachChild(infoText);
scoreText = new BitmapText(guiFont, false);
scoreText.setText("Score: 0");
guiNode.attachChild(scoreText);
messageText = new BitmapText(guiFont, false);
messageText.setText(MESSAGE);
messageText.setLocalScale(0.0f);
guiNode.attachChild(messageText);
infoText.setLocalTranslation(0.0f, cam.getHeight(), 0.0f);
scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, scoreText.getLineHeight(), 0.0f);
messageText.setLocalTranslation((cam.getWidth() - messageText.getLineWidth()) / 2.0f, (cam.getHeight() - messageText.getLineHeight()) / 2, 0.0f);
// init shadows
FilterPostProcessor processor = new FilterPostProcessor(assetManager);
DirectionalLightShadowFilter filter = new DirectionalLightShadowFilter(assetManager, 2048, 1);
filter.setLight(sun);
processor.addFilter(filter);
viewPort.addProcessor(processor);
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class AbstractVRViewManager method syncScreenProcessing.
/**
* Sets the two views to use the list of {@link SceneProcessor processors}.
* @param sourceViewport the {@link ViewPort viewport} that contains the processors to use.
*/
public void syncScreenProcessing(ViewPort sourceViewport) {
if (environment != null) {
if (getRightViewport() == null) {
return;
}
if (environment.getApplication() != null) {
// setup post processing filters
if (getRightPostProcessor() == null) {
rightPostProcessor = new FilterPostProcessor(environment.getApplication().getAssetManager());
leftPostProcessor = new FilterPostProcessor(environment.getApplication().getAssetManager());
}
// clear out all filters & processors, to start from scratch
getRightPostProcessor().removeAllFilters();
getLeftPostProcessor().removeAllFilters();
getLeftViewport().clearProcessors();
getRightViewport().clearProcessors();
// if we have no processors to sync, don't add the FilterPostProcessor
if (sourceViewport.getProcessors().isEmpty())
return;
// add post processors we just made, which are empty
getLeftViewport().addProcessor(getLeftPostProcessor());
getRightViewport().addProcessor(getRightPostProcessor());
// add them to the left viewport processor & clone them to the right
for (SceneProcessor sceneProcessor : sourceViewport.getProcessors()) {
if (sceneProcessor instanceof FilterPostProcessor) {
for (Filter f : ((FilterPostProcessor) sceneProcessor).getFilterList()) {
if (f instanceof TranslucentBucketFilter) {
// just remove this filter, we will add it at the end manually
((FilterPostProcessor) sceneProcessor).removeFilter(f);
} else {
getLeftPostProcessor().addFilter(f);
// clone to the right
Filter f2;
if (f instanceof FogFilter) {
f2 = FilterUtil.cloneFogFilter((FogFilter) f);
} else if (f instanceof CartoonSSAO) {
f2 = new CartoonSSAO((CartoonSSAO) f);
} else if (f instanceof SSAOFilter) {
f2 = FilterUtil.cloneSSAOFilter((SSAOFilter) f);
} else if (f instanceof DirectionalLightShadowFilter) {
f2 = FilterUtil.cloneDirectionalLightShadowFilter(environment.getApplication().getAssetManager(), (DirectionalLightShadowFilter) f);
} else {
// dof, bloom, lightscattering etc.
f2 = f;
}
getRightPostProcessor().addFilter(f2);
}
}
} else if (sceneProcessor instanceof VRDirectionalLightShadowRenderer) {
// shadow processing
// TODO: make right shadow processor use same left shadow maps for performance
VRDirectionalLightShadowRenderer dlsr = (VRDirectionalLightShadowRenderer) sceneProcessor;
VRDirectionalLightShadowRenderer dlsrRight = dlsr.clone();
dlsrRight.setLight(dlsr.getLight());
getRightViewport().getProcessors().add(0, dlsrRight);
getLeftViewport().getProcessors().add(0, sceneProcessor);
}
}
// make sure each has a translucent filter renderer
getLeftPostProcessor().addFilter(new TranslucentBucketFilter());
getRightPostProcessor().addFilter(new TranslucentBucketFilter());
} else {
throw new IllegalStateException("The VR environment is not attached to any application.");
}
} else {
throw new IllegalStateException("This VR view manager is not attached to any VR environment.");
}
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class FilterUtil method cloneDirectionalLightShadowFilter.
public static DirectionalLightShadowFilter cloneDirectionalLightShadowFilter(AssetManager assetManager, DirectionalLightShadowFilter filter) {
DirectionalLightShadowFilter clone = new DirectionalLightShadowFilter(assetManager, 512, 3);
clone.setLight(filter.getLight());
clone.setLambda(filter.getLambda());
clone.setShadowIntensity(filter.getShadowIntensity());
clone.setEdgeFilteringMode(filter.getEdgeFilteringMode());
// clone.setEnabled(filter.isEnabled());
return clone;
}
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