Experimental work: Cascaded shadow maps implementation for JOGL using Joglutils

It takes us several months to do this task. It is not only because of the difficulty of 3D programming, but also because we try to give a user-friendly interface as best as we can. Now the code is as simple as:
// renderAction.apply(scene.root);

    // 1. Make the shadow map
    shadowMapAction.apply(root);
    // 2. Render the world by applying the shadow maps
    shadowRenderAction.apply(root);

This work is based on Rouslan Dimitrov’s sample “Cascaded shadow maps” and joglutils.

Currently it still has many bugs and disabilities but the hardest parts had been conquered. Anyone interested can download our demo project at:
http://www.100town.com/web/public/products/csmjoglshadow/testshadow
A short intro is at: http://www.100town.cn/web/public/products/csmjoglshadow
Two demos are included. One is a direct translation of Rouslan Dimitrov’s “Cascaded shadow maps” except we don’t plant trees - environmental protector don’t hate me. We use a teapot instead to check if glut geometries work in our CSM program.

Another one is modified from the Test.java included in joglutils. It shows basic joglutils nodes work fine with our program.
Enjoy! :stuck_out_tongue: