use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class TestBatchNodeTower method simpleInitApp.
@Override
public void simpleInitApp() {
timer = new NanoTimer();
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
// bulletAppState.setEnabled(false);
stateManager.attach(bulletAppState);
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
brick = new Box(brickWidth, brickHeight, brickDepth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
initMaterial();
initTower();
initFloor();
initCrossHairs();
this.cam.setLocation(new Vector3f(0, 25f, 8f));
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));
cam.setFrustumFar(80);
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(actionListener, "shoot");
rootNode.setShadowMode(ShadowMode.Off);
batchNode.batch();
batchNode.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(batchNode);
shadowRenderer = new DirectionalLightShadowFilter(assetManager, 1024, 2);
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
shadowRenderer.setLight(dl);
shadowRenderer.setLambda(0.55f);
shadowRenderer.setShadowIntensity(0.6f);
shadowRenderer.setShadowCompareMode(CompareMode.Hardware);
shadowRenderer.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(shadowRenderer);
viewPort.addProcessor(fpp);
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class TestPointDirectionalAndSpotLightShadows method simpleInitApp.
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(10);
cam.setLocation(new Vector3f(0.040581334f, 1.7745866f, 6.155161f));
cam.setRotation(new Quaternion(4.3868728E-5f, 0.9999293f, -0.011230096f, 0.0039059948f));
Node scene = (Node) assetManager.loadModel("Models/Test/CornellBox.j3o");
scene.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
rootNode.attachChild(scene);
rootNode.getChild("Cube").setShadowMode(RenderQueue.ShadowMode.Receive);
lightNode = (Node) rootNode.getChild("Lamp");
Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
//Geometry lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
lightMdl.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
lightMdl.setShadowMode(RenderQueue.ShadowMode.Off);
lightNode.attachChild(lightMdl);
//lightMdl.setLocalTranslation(lightNode.getLocalTranslation());
Geometry box = new Geometry("box", new Box(0.2f, 0.2f, 0.2f));
//Geometry lightMdl = new Geometry("Light", new Box(.1f,.1f,.1f));
box.setMaterial(assetManager.loadMaterial("Common/Materials/RedColor.j3m"));
box.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
rootNode.attachChild(box);
box.setLocalTranslation(-1f, 0.5f, -2);
((PointLight) scene.getLocalLightList().get(0)).setColor(ColorRGBA.Red);
plsr = new PointLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
plsr.setLight((PointLight) scene.getLocalLightList().get(0));
plsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
plsf = new PointLightShadowFilter(assetManager, SHADOWMAP_SIZE);
plsf.setLight((PointLight) scene.getLocalLightList().get(0));
plsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
plsf.setEnabled(useFilter);
//DIRECTIONAL LIGHT
DirectionalLight directionalLight = new DirectionalLight();
rootNode.addLight(directionalLight);
directionalLight.setColor(ColorRGBA.Blue);
directionalLight.setDirection(new Vector3f(-1f, -.2f, 0f));
dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE * 2, 4);
dlsr.setLight(directionalLight);
dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE * 2, 4);
dlsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
dlsf.setLight(directionalLight);
dlsf.setEnabled(useFilter);
//SPOT LIGHT
spotLight = new SpotLight();
spotLight.setDirection(new Vector3f(1f, -1f, 0f));
spotLight.setPosition(new Vector3f(-1f, 3f, 0f));
spotLight.setSpotOuterAngle(0.5f);
spotLight.setColor(ColorRGBA.Green);
Sphere sphere = new Sphere(8, 8, .1f);
Geometry sphereGeometry = new Geometry("Sphere", sphere);
sphereGeometry.setLocalTranslation(-1f, 3f, 0f);
sphereGeometry.setMaterial(assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"));
rootNode.attachChild(sphereGeometry);
rootNode.addLight(spotLight);
slsr = new SpotLightShadowRenderer(assetManager, SHADOWMAP_SIZE);
slsr.setLight(spotLight);
slsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
slsf = new SpotLightShadowFilter(assetManager, SHADOWMAP_SIZE);
slsf.setLight(spotLight);
slsf.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
slsf.setEnabled(useFilter);
if (!useFilter)
viewPort.addProcessor(slsr);
if (!useFilter)
viewPort.addProcessor(plsr);
if (!useFilter)
viewPort.addProcessor(dlsr);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(plsf);
fpp.addFilter(dlsf);
fpp.addFilter(slsf);
viewPort.addProcessor(fpp);
ShadowTestUIManager uiMan = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
ShadowTestUIManager uiManPls = new ShadowTestUIManager(assetManager, plsr, plsf, guiNode, inputManager, viewPort);
ShadowTestUIManager uiManDls = new ShadowTestUIManager(assetManager, dlsr, dlsf, guiNode, inputManager, viewPort);
ShadowTestUIManager uiManSls = new ShadowTestUIManager(assetManager, slsr, slsf, guiNode, inputManager, viewPort);
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class TestSkeletonControlRefresh method simpleInitApp.
@Override
public void simpleInitApp() {
viewPort.setBackgroundColor(ColorRGBA.White);
flyCam.setMoveSpeed(10f);
cam.setLocation(new Vector3f(3.8664846f, 6.2704787f, 9.664585f));
cam.setRotation(new Quaternion(-0.054774776f, 0.94064945f, -0.27974048f, -0.18418397f));
makeHudText();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(new Vector3f(-0.1f, -0.7f, -1).normalizeLocal());
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
Material m = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey k = new TextureKey("Models/Oto/Oto.jpg", false);
m.setTexture("ColorMap", assetManager.loadTexture(k));
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
Spatial model = (Spatial) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
//setting a different material
model.setMaterial(m.clone());
model.setLocalScale(0.1f);
model.setLocalTranslation(i - SIZE / 2, 0, j - SIZE / 2);
control = model.getControl(AnimControl.class);
channel = control.createChannel();
channel.setAnim(animNames[(i + j) % 4]);
channel.setLoopMode(LoopMode.DontLoop);
SkeletonControl skeletonControl = model.getControl(SkeletonControl.class);
//This is a workaround the issue. this call will make the SkeletonControl gather the targets again.
//skeletonControl.setSpatial(model);
skeletonControl.setHardwareSkinningPreferred(hwSkinningEnable);
skControls.add(skeletonControl);
rootNode.attachChild(model);
}
}
rootNode.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
setupFloor();
inputManager.addListener(this, "toggleHWS");
inputManager.addMapping("toggleHWS", new KeyTrigger(KeyInput.KEY_SPACE));
// DirectionalLightShadowRenderer pssm = new DirectionalLightShadowRenderer(assetManager, 1024, 2);
// pssm.setLight(dl);
// viewPort.addProcessor(pssm);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
DirectionalLightShadowFilter sf = new DirectionalLightShadowFilter(assetManager, 1024, 2);
sf.setLight(dl);
fpp.addFilter(sf);
fpp.addFilter(new SSAOFilter());
viewPort.addProcessor(fpp);
}
use of com.jme3.shadow.DirectionalLightShadowFilter in project jmonkeyengine by jMonkeyEngine.
the class VRViewManagerOSVR 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 (rightViewport == null) {
return;
}
if (environment != null) {
if (environment.getApplication() != null) {
// setup post processing filters
if (rightPostProcessor == null) {
rightPostProcessor = new FilterPostProcessor(environment.getApplication().getAssetManager());
leftPostProcessor = new FilterPostProcessor(environment.getApplication().getAssetManager());
}
// clear out all filters & processors, to start from scratch
rightPostProcessor.removeAllFilters();
leftPostProcessor.removeAllFilters();
leftViewport.clearProcessors();
rightViewport.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
leftViewport.addProcessor(leftPostProcessor);
rightViewport.addProcessor(rightPostProcessor);
// 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 {
leftPostProcessor.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;
}
rightPostProcessor.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());
rightViewport.getProcessors().add(0, dlsrRight);
leftViewport.getProcessors().add(0, sceneProcessor);
}
}
// make sure each has a translucent filter renderer
leftPostProcessor.addFilter(new TranslucentBucketFilter());
rightPostProcessor.addFilter(new TranslucentBucketFilter());
} else {
throw new IllegalStateException("This VR environment is not attached to any application.");
}
} else {
throw new IllegalStateException("This VR view manager is not attached to any VR environment.");
}
}
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