Package com.jme3.shadow
package com.jme3.shadow
simulate shadows using filters or renderers
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ClassDescriptionAbstractShadowFilter<T extends AbstractShadowRenderer>Generic abstract filter that holds common implementations for the different shadow filtersAn abstract shadow renderer that provides common features for shadow rendering.Deprecated.Specifies the shadow comparison modeThis Filter does basically the same as a DirectionalLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping technique (pssm)
It splits the view frustum in several parts and compute a shadow map for each one.
splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.
This results in a better quality shadow than standard shadow mapping.
for more information on this read https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.htmlShadowEdgeFilteringspecifies how shadows are filteredThis Filter does basically the same as a PointLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.Renders shadows for aPointLight.Deprecated.Deprecated.Deprecated.Deprecated.Includes various useful shadow mapping functions.SDSM (Sample Distribution Shadow Mapping) filter for directional lights.Compute shader used in SDSM.Parameters used for a fit operation.Bounds for a single cascade split in light space.Complete fit result for all cascades.Result of a fit operation, including parameters and computed fit.Information about where a cascade split starts/ends for blending.Includes various useful shadow mapping functions.OccludersExtractor is a helper class to collect splitOccluders from scene recursively.This Filter does basically the same as a SpotLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.SpotLightShadowRenderer renderer use Parallel Split Shadow Mapping technique (pssm)
It splits the view frustum in several parts and compute a shadow map for each one.
splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.
This results in a better quality shadow than standard shadow mapping.
for more information on this read http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
DirectionalLightShadowRendererwith one split.