/** Activate shadow casting and light direction */ private void initShadows() { bsr = new BasicShadowRenderer(assetManager, 256); bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); viewPort.addProcessor(bsr); // Default mode is Off -- Every node declares own shadow mode! rootNode.setShadowMode(ShadowMode.Off); }
@Override public void simpleInitApp() { // put the camera in a bad position cam.setLocation(new Vector3f(0.7804813f, 1.7502685f, -2.1556435f)); cam.setRotation(new Quaternion(0.1961598f, -0.7213164f, 0.2266092f, 0.6243975f)); cam.setFrustumFar(10); Material mat = assetManager.loadMaterial("Common/Materials/WhiteColor.j3m"); rootNode.setShadowMode(ShadowMode.Off); Box floor = new Box(Vector3f.ZERO, 3, 0.1f, 3); Geometry floorGeom = new Geometry("Floor", floor); floorGeom.setMaterial(mat); floorGeom.setLocalTranslation(0, -0.2f, 0); floorGeom.setShadowMode(ShadowMode.Receive); rootNode.attachChild(floorGeom); teapot = assetManager.loadModel("Models/Teapot/Teapot.obj"); teapot.setLocalScale(2f); teapot.setMaterial(mat); teapot.setShadowMode(ShadowMode.CastAndReceive); rootNode.attachChild(teapot); // lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f)); // lightMdl.setMaterial(mat); // // disable shadowing for light representation // lightMdl.setShadowMode(ShadowMode.Off); // rootNode.attachChild(lightMdl); bsr = new BasicShadowRenderer(assetManager, 512); bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); viewPort.addProcessor(bsr); frustum = new WireFrustum(bsr.getPoints()); frustumMdl = new Geometry("f", frustum); frustumMdl.setCullHint(Spatial.CullHint.Never); frustumMdl.setShadowMode(ShadowMode.Off); frustumMdl.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md")); frustumMdl.getMaterial().getAdditionalRenderState().setWireframe(true); frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red); rootNode.attachChild(frustumMdl); }