space-game/src/sg/test/TestDirectionalShadowMapPass.java

316 lines
12 KiB
Java

/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* 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 'jMonkeyEngine' 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) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package sg.test;
import java.util.HashMap;
import javax.swing.ImageIcon;
import com.jme.app.SimplePassGame;
import com.jme.bounding.BoundingBox;
import com.jme.image.Texture;
import com.jme.input.ChaseCamera;
import com.jme.input.ThirdPersonHandler;
import com.jme.light.DirectionalLight;
import com.jme.light.PointLight;
import com.jme.math.FastMath;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.renderer.pass.DirectionalShadowMapPass;
import com.jme.renderer.pass.RenderPass;
import com.jme.scene.Node;
import com.jme.scene.VBOInfo;
import com.jme.scene.shape.Box;
import com.jme.scene.shape.PQTorus;
import com.jme.scene.state.CullState;
import com.jme.scene.state.FogState;
import com.jme.scene.state.TextureState;
import com.jme.util.TextureManager;
import com.jmex.terrain.TerrainPage;
import com.jmex.terrain.util.FaultFractalHeightMap;
import com.jmex.terrain.util.ProceduralTextureGenerator;
/**
* <code>TestDirectionShadowMapPass</code>
*
* @author Joshua Slack
* @version $Revision: 1.15 $
*
* @author kevglass - updated to test shadow mapping
*/
public class TestDirectionalShadowMapPass extends SimplePassGame {
private Node m_character;
private Node occluders;
private ChaseCamera chaser;
private TerrainPage page;
private FogState fs;
private Vector3f normal = new Vector3f();
private static DirectionalShadowMapPass sPass;
/**
* Entry point for the test,
*
* @param args
*/
public static void main(String[] args) {
TestDirectionalShadowMapPass app = new TestDirectionalShadowMapPass();
app.setConfigShowMode(ConfigShowMode.AlwaysShow);
app.start();
}
TestDirectionalShadowMapPass() {
}
/**
* builds the scene.
*
* @see com.jme.app.BaseGame#initGame()
*/
protected void simpleInitGame() {
display.setTitle("jME - Shadow Mapping Pass Test");
display.getRenderer().setBackgroundColor(ColorRGBA.gray.clone());
setupCharacter();
setupTerrain();
setupChaseCamera();
setupInput();
setupOccluders();
rootNode.setRenderQueueMode(Renderer.QUEUE_OPAQUE);
RenderPass rPass = new RenderPass();
rPass.add(statNode);
rPass.add(rootNode);
pManager.add(rPass);
sPass = new DirectionalShadowMapPass(new Vector3f(-1, -2, -1));
sPass.setViewDistance(500);
sPass.add(rootNode);
sPass.addOccluder(m_character);
sPass.addOccluder(occluders);
pManager.add(sPass);
}
protected void simpleUpdate() {
chaser.update(tpf);
float characterMinHeight = page.getHeight(m_character
.getLocalTranslation())
+ ((BoundingBox) m_character.getWorldBound()).yExtent;
if (!Float.isInfinite(characterMinHeight)
&& !Float.isNaN(characterMinHeight)) {
m_character.getLocalTranslation().y = characterMinHeight;
}
float camMinHeight = characterMinHeight + 150f;
if (!Float.isInfinite(camMinHeight) && !Float.isNaN(camMinHeight)
&& cam.getLocation().y <= camMinHeight) {
cam.getLocation().y = camMinHeight;
cam.update();
}
sPass.setViewTarget(cam.getLocation());
}
private void setupCharacter() {
PQTorus b = new PQTorus("torus - target", 2, 3, 2.0f, 1.0f, 64, 12);
b.setModelBound(new BoundingBox());
b.updateModelBound();
b.setVBOInfo(new VBOInfo(true));
m_character = new Node("char node");
rootNode.attachChild(m_character);
m_character.attachChild(b);
m_character.updateWorldBound(); // We do this to allow the camera setup
// access to the world bound in our
// setup code.
TextureState ts = display.getRenderer().createTextureState();
ts.setEnabled(true);
ts.setTexture(TextureManager.loadTexture(
TestDirectionalShadowMapPass.class.getClassLoader()
.getResource("jmetest/data/images/Monkey.jpg"),
Texture.MinificationFilter.BilinearNearestMipMap,
Texture.MagnificationFilter.Bilinear));
m_character.setRenderState(ts);
}
private void setupTerrain() {
DirectionalLight dr = new DirectionalLight();
dr.setEnabled(true);
dr.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
dr.setAmbient(new ColorRGBA(.2f, .2f, .2f, .3f));
dr.setDirection(new Vector3f(0.5f, -0.4f, 0).normalizeLocal());
dr.setShadowCaster(true);
PointLight pl = new PointLight();
pl.setEnabled(true);
pl.setDiffuse(new ColorRGBA(.7f, .7f, .7f, 1.0f));
pl.setAmbient(new ColorRGBA(.25f, .25f, .25f, .25f));
pl.setLocation(new Vector3f(0, 500, 0));
DirectionalLight dr2 = new DirectionalLight();
dr2.setEnabled(true);
dr2.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
dr2.setAmbient(new ColorRGBA(.2f, .2f, .2f, .4f));
dr2.setDirection(new Vector3f(-0.2f, -0.3f, .2f).normalizeLocal());
dr2.setShadowCaster(true);
CullState cs = display.getRenderer().createCullState();
cs.setCullFace(CullState.Face.Back);
cs.setEnabled(true);
rootNode.setRenderState(cs);
lightState.detachAll();
lightState.attach(dr);
lightState.attach(dr2);
lightState.attach(pl);
lightState.setGlobalAmbient(new ColorRGBA(0.6f, 0.6f, 0.6f, 1.0f));
FaultFractalHeightMap heightMap = new FaultFractalHeightMap(257, 32, 0,
255, 0.55f);
Vector3f terrainScale = new Vector3f(10, 1, 10);
heightMap.setHeightScale(0.001f);
page = new TerrainPage("Terrain", 33, heightMap.getSize(),
terrainScale, heightMap.getHeightMap());
page.setDetailTexture(1, 16);
rootNode.attachChild(page);
ProceduralTextureGenerator pt = new ProceduralTextureGenerator(
heightMap);
pt.addTexture(new ImageIcon(TestDirectionalShadowMapPass.class
.getClassLoader()
.getResource("jmetest/data/texture/grassb.png")), -128, 0, 128);
pt.addTexture(
new ImageIcon(TestDirectionalShadowMapPass.class
.getClassLoader().getResource(
"jmetest/data/texture/dirt.jpg")), 0, 128, 255);
pt.addTexture(new ImageIcon(TestDirectionalShadowMapPass.class
.getClassLoader().getResource(
"jmetest/data/texture/highest.jpg")), 128, 255, 384);
pt.createTexture(512);
TextureState ts = display.getRenderer().createTextureState();
ts.setEnabled(true);
Texture t1 = TextureManager.loadTexture(pt.getImageIcon().getImage(),
Texture.MinificationFilter.Trilinear,
Texture.MagnificationFilter.Bilinear, true);
ts.setTexture(t1, 0);
Texture t2 = TextureManager.loadTexture(
TestDirectionalShadowMapPass.class.getClassLoader()
.getResource("jmetest/data/texture/Detail.jpg"),
Texture.MinificationFilter.Trilinear,
Texture.MagnificationFilter.Bilinear);
ts.setTexture(t2, 1);
t2.setWrap(Texture.WrapMode.Repeat);
t1.setApply(Texture.ApplyMode.Combine);
t1.setCombineFuncRGB(Texture.CombinerFunctionRGB.Modulate);
t1.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);
t1.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
t1.setCombineSrc1RGB(Texture.CombinerSource.PrimaryColor);
t1.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
t2.setApply(Texture.ApplyMode.Combine);
t2.setCombineFuncRGB(Texture.CombinerFunctionRGB.AddSigned);
t2.setCombineSrc0RGB(Texture.CombinerSource.CurrentTexture);
t2.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
t2.setCombineSrc1RGB(Texture.CombinerSource.Previous);
t2.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
rootNode.setRenderState(ts);
fs = display.getRenderer().createFogState();
fs.setDensity(0.5f);
fs.setEnabled(true);
fs.setColor(new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f));
fs.setEnd(1000);
fs.setStart(500);
fs.setDensityFunction(FogState.DensityFunction.Linear);
fs.setQuality(FogState.Quality.PerVertex);
rootNode.setRenderState(fs);
}
private void setupOccluders() {
TextureState ts = display.getRenderer().createTextureState();
ts.setEnabled(true);
ts.setTexture(TextureManager.loadTexture(
TestDirectionalShadowMapPass.class.getClassLoader()
.getResource("jmetest/data/texture/rust.jpg"),
Texture.MinificationFilter.Trilinear,
Texture.MagnificationFilter.Bilinear));
occluders = new Node("occs");
occluders.setRenderState(ts);
rootNode.attachChild(occluders);
for (int i = 0; i < 50; i++) {
Box b = new Box("box", new Vector3f(), 8, 50, 8);
b.setModelBound(new BoundingBox());
b.updateModelBound();
float x = (float) Math.random() * 2000 - 1000;
float z = (float) Math.random() * 2000 - 1000;
b
.setLocalTranslation(new Vector3f(x,
page.getHeight(x, z) + 50, z));
page.getSurfaceNormal(b.getLocalTranslation(), normal);
if (normal != null)
b.rotateUpTo(normal);
occluders.attachChild(b);
}
occluders.lock();
}
private void setupChaseCamera() {
Vector3f targetOffset = new Vector3f();
targetOffset.y = ((BoundingBox) m_character.getWorldBound()).yExtent * 1.5f;
chaser = new ChaseCamera(cam, m_character);
chaser.setTargetOffset(targetOffset);
chaser.getMouseLook().setMinRollOut(150);
chaser.setMaxDistance(300);
}
private void setupInput() {
HashMap<String, Object> handlerProps = new HashMap<String, Object>();
handlerProps.put(ThirdPersonHandler.PROP_DOGRADUAL, "true");
handlerProps.put(ThirdPersonHandler.PROP_TURNSPEED, ""
+ (.5f * FastMath.PI));
handlerProps.put(ThirdPersonHandler.PROP_LOCKBACKWARDS, "true");
handlerProps.put(ThirdPersonHandler.PROP_CAMERAALIGNEDMOVE, "true");
handlerProps.put(ThirdPersonHandler.PROP_ROTATEONLY, "true");
input = new ThirdPersonHandler(m_character, cam, handlerProps);
input.setActionSpeed(100f);
}
}