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Example 6 with DirectionalLightShadowRenderer

use of com.jme3.shadow.DirectionalLightShadowRenderer 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);
}
Also used : SpotLightShadowFilter(com.jme3.shadow.SpotLightShadowFilter) Quaternion(com.jme3.math.Quaternion) Node(com.jme3.scene.Node) PointLightShadowFilter(com.jme3.shadow.PointLightShadowFilter) Box(com.jme3.scene.shape.Box) PointLightShadowRenderer(com.jme3.shadow.PointLightShadowRenderer) FilterPostProcessor(com.jme3.post.FilterPostProcessor) DirectionalLightShadowFilter(com.jme3.shadow.DirectionalLightShadowFilter) SpotLightShadowRenderer(com.jme3.shadow.SpotLightShadowRenderer) SpotLight(com.jme3.light.SpotLight) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight) DirectionalLightShadowRenderer(com.jme3.shadow.DirectionalLightShadowRenderer) PointLight(com.jme3.light.PointLight)

Example 7 with DirectionalLightShadowRenderer

use of com.jme3.shadow.DirectionalLightShadowRenderer in project jmonkeyengine by jMonkeyEngine.

the class TestTransparentShadow method simpleInitApp.

public void simpleInitApp() {
    cam.setLocation(new Vector3f(5.700248f, 6.161693f, 5.1404157f));
    cam.setRotation(new Quaternion(-0.09441641f, 0.8993388f, -0.24089815f, -0.35248178f));
    viewPort.setBackgroundColor(ColorRGBA.DarkGray);
    Quad q = new Quad(20, 20);
    q.scaleTextureCoordinates(Vector2f.UNIT_XY.mult(10));
    TangentBinormalGenerator.generate(q);
    Geometry geom = new Geometry("floor", q);
    Material mat = assetManager.loadMaterial("Textures/Terrain/Pond/Pond.j3m");
    geom.setMaterial(mat);
    geom.rotate(-FastMath.HALF_PI, 0, 0);
    geom.center();
    geom.setShadowMode(ShadowMode.CastAndReceive);
    rootNode.attachChild(geom);
    AmbientLight al = new AmbientLight();
    al.setColor(ColorRGBA.White.mult(0.7f));
    rootNode.addLight(al);
    DirectionalLight dl1 = new DirectionalLight();
    dl1.setDirection(new Vector3f(0, -1, 0.5f).normalizeLocal());
    dl1.setColor(ColorRGBA.White.mult(1.5f));
    rootNode.addLight(dl1);
    // create the geometry and attach it
    Spatial tree = assetManager.loadModel("Models/Tree/Tree.mesh.j3o");
    tree.setQueueBucket(Bucket.Transparent);
    tree.setShadowMode(ShadowMode.CastAndReceive);
    rootNode.attachChild(tree);
    // Uses Texture from jme3-test-data library!
    ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 30);
    Material mat_red = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    mat_red.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
    fire.setShadowMode(ShadowMode.Cast);
    fire.setMaterial(mat_red);
    fire.setImagesX(2);
    // 2x2 texture animation
    fire.setImagesY(2);
    // red
    fire.setEndColor(new ColorRGBA(1f, 0f, 0f, 1f));
    // yellow
    fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f));
    fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 2, 0));
    fire.setStartSize(0.6f);
    fire.setEndSize(0.1f);
    fire.setGravity(0, 0, 0);
    fire.setLowLife(0.5f);
    fire.setHighLife(1.5f);
    fire.getParticleInfluencer().setVelocityVariation(0.3f);
    fire.setLocalTranslation(5.0f, 0, 1.0f);
    fire.setLocalScale(0.3f);
    fire.setQueueBucket(Bucket.Translucent);
    rootNode.attachChild(fire);
    Material mat2 = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
    Geometry ball = new Geometry("sphere", new Sphere(16, 16, 0.5f));
    ball.setMaterial(mat2);
    ball.setShadowMode(ShadowMode.CastAndReceive);
    rootNode.attachChild(ball);
    ball.setLocalTranslation(-1.0f, 1.5f, 1.0f);
    final DirectionalLightShadowRenderer dlsRenderer = new DirectionalLightShadowRenderer(assetManager, 1024, 1);
    dlsRenderer.setLight(dl1);
    dlsRenderer.setLambda(0.55f);
    dlsRenderer.setShadowIntensity(0.8f);
    dlsRenderer.setShadowCompareMode(CompareMode.Software);
    dlsRenderer.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
    dlsRenderer.displayDebug();
    viewPort.addProcessor(dlsRenderer);
    inputManager.addMapping("stabilize", new KeyTrigger(KeyInput.KEY_B));
    inputManager.addListener(new ActionListener() {

        @Override
        public void onAction(String name, boolean isPressed, float tpf) {
            if (name.equals("stabilize") && isPressed) {
                dlsRenderer.setEnabledStabilization(!dlsRenderer.isEnabledStabilization());
            }
        }
    }, "stabilize");
}
Also used : ParticleEmitter(com.jme3.effect.ParticleEmitter) Quad(com.jme3.scene.shape.Quad) KeyTrigger(com.jme3.input.controls.KeyTrigger) Material(com.jme3.material.Material) Geometry(com.jme3.scene.Geometry) Sphere(com.jme3.scene.shape.Sphere) ActionListener(com.jme3.input.controls.ActionListener) Spatial(com.jme3.scene.Spatial) DirectionalLight(com.jme3.light.DirectionalLight) DirectionalLightShadowRenderer(com.jme3.shadow.DirectionalLightShadowRenderer) AmbientLight(com.jme3.light.AmbientLight)

Example 8 with DirectionalLightShadowRenderer

use of com.jme3.shadow.DirectionalLightShadowRenderer 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);
}
Also used : SSAOFilter(com.jme3.post.ssao.SSAOFilter) Quaternion(com.jme3.math.Quaternion) KeyTrigger(com.jme3.input.controls.KeyTrigger) Material(com.jme3.material.Material) FilterPostProcessor(com.jme3.post.FilterPostProcessor) DirectionalLightShadowFilter(com.jme3.shadow.DirectionalLightShadowFilter) TextureKey(com.jme3.asset.TextureKey) ColorRGBA(com.jme3.math.ColorRGBA) Spatial(com.jme3.scene.Spatial) Vector3f(com.jme3.math.Vector3f) DirectionalLight(com.jme3.light.DirectionalLight)

Aggregations

Quaternion (com.jme3.math.Quaternion)6 Vector3f (com.jme3.math.Vector3f)6 DirectionalLightShadowRenderer (com.jme3.shadow.DirectionalLightShadowRenderer)6 DirectionalLight (com.jme3.light.DirectionalLight)5 Geometry (com.jme3.scene.Geometry)5 KeyTrigger (com.jme3.input.controls.KeyTrigger)4 Material (com.jme3.material.Material)4 FilterPostProcessor (com.jme3.post.FilterPostProcessor)4 Sphere (com.jme3.scene.shape.Sphere)4 Box (com.jme3.scene.shape.Box)3 DirectionalLightShadowFilter (com.jme3.shadow.DirectionalLightShadowFilter)3 ActionListener (com.jme3.input.controls.ActionListener)2 AmbientLight (com.jme3.light.AmbientLight)2 ColorRGBA (com.jme3.math.ColorRGBA)2 SSAOFilter (com.jme3.post.ssao.SSAOFilter)2 Spatial (com.jme3.scene.Spatial)2 TextureKey (com.jme3.asset.TextureKey)1 BoundingSphere (com.jme3.bounding.BoundingSphere)1 ParticleEmitter (com.jme3.effect.ParticleEmitter)1 EnvironmentCamera (com.jme3.environment.EnvironmentCamera)1