public class DirectionalLightShadowRenderer extends AbstractShadowRenderer
Modifier and Type | Field and Description |
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protected float |
lambda |
protected DirectionalLight |
light |
protected Vector3f[] |
points |
protected Camera |
shadowCam |
protected ColorRGBA |
splits |
protected float[] |
splitsArray |
assetManager, debug, dispPic, dummyTex, edgeFilteringMode, edgesThickness, fadeInfo, fadeLength, forcedRenderState, frustumCam, lightReceivers, lightViewProjectionsMatrices, logger, matCache, nbShadowMaps, needsfallBackMaterial, postshadowMat, postTechniqueName, preshadowMat, prof, renderBackFacesShadows, renderManager, shadowCompareMode, shadowFB, shadowIntensity, shadowMapOccluders, shadowMaps, shadowMapSize, skipPostPass, viewPort, zFarOverride
Modifier | Constructor and Description |
---|---|
protected |
DirectionalLightShadowRenderer()
Used for serialization use
DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
assetManager, int shadowMapSize, int nbSplits)
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|
DirectionalLightShadowRenderer(AssetManager assetManager,
int shadowMapSize,
int nbSplits)
Create a DirectionalLightShadowRenderer More info on the technique at https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
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Modifier and Type | Method and Description |
---|---|
protected boolean |
checkCulling(Camera viewCam)
Directional light are always in the view frustum
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protected void |
clearMaterialParameters(Material material)
This method is called once per frame and is responsible for clearing any
material parameters that subclasses may need to clear on the post material.
|
void |
cloneFields(Cloner cloner,
java.lang.Object original)
Implemented to perform deep cloning for this object, resolving
local cloned references using the specified cloner.
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protected void |
doDisplayFrustumDebug(int shadowMapIndex)
responsible for displaying the frustum of the shadow cam for debug
purpose
|
float |
getLambda()
returns the lambda parameter see #setLambda(float lambda)
|
DirectionalLight |
getLight()
return the light used to cast shadows
|
protected GeometryList |
getOccludersToRender(int shadowMapIndex,
GeometryList shadowMapOccluders)
Returns a subclass-specific geometryList containing the occluders to be
rendered in the shadow map
|
protected void |
getReceivers(GeometryList lightReceivers) |
protected Camera |
getShadowCam(int shadowMapIndex)
return the shadow camera to use for rendering the shadow map according
the given index
|
protected void |
initFrustumCam()
delegates the initialization of the frustum cam to child renderers
|
boolean |
isEnabledStabilization() |
void |
read(JmeImporter im)
De-serialize this instance, for example when loading from a J3O file.
|
void |
setEnabledStabilization(boolean stabilize)
Enables the stabilization of the shadow's edges.
|
void |
setLambda(float lambda) |
void |
setLight(DirectionalLight light)
Sets the light to use to cast shadows
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protected void |
setMaterialParameters(Material material)
This method is called once per frame and is responsible for setting any
material parameters that subclasses may need to set on the post material.
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protected void |
updateShadowCams(Camera viewCam)
Invoked once per frame to update the shadow cams according to the light
view.
|
void |
write(JmeExporter ex)
Serialize this instance, for example when saving to a J3O file.
|
cleanup, createFrustum, displayDebug, displayFrustum, displayShadowMap, getEdgeFilteringMode, getEdgesThickness, getNumShadowMaps, getPreShadowForcedRenderState, getShadowCompareMode, getShadowIntensity, getShadowMapSize, getShadowZExtend, getShadowZFadeLength, initForcedRenderState, initialize, isFlushQueues, isInitialized, isRenderBackFacesShadows, jmeClone, postFrame, postQueue, preFrame, renderShadowMap, reshape, setEdgeFilteringMode, setEdgesThickness, setFlushQueues, setPostShadowMaterial, setPostShadowParams, setProfiler, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLength
protected float lambda
protected Camera shadowCam
protected ColorRGBA splits
protected float[] splitsArray
protected DirectionalLight light
protected Vector3f[] points
protected DirectionalLightShadowRenderer()
public DirectionalLightShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbSplits)
assetManager
- the application asset managershadowMapSize
- the size of the rendered shadowmaps (512,1024,2048,
etc...)nbSplits
- the number of shadow maps rendered (the more shadow maps
the more quality, the less fps).protected void initFrustumCam()
AbstractShadowRenderer
initFrustumCam
in class AbstractShadowRenderer
public DirectionalLight getLight()
public void setLight(DirectionalLight light)
light
- a DirectionalLightprotected void updateShadowCams(Camera viewCam)
AbstractShadowRenderer
updateShadowCams
in class AbstractShadowRenderer
viewCam
- the scene camprotected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders)
AbstractShadowRenderer
getOccludersToRender
in class AbstractShadowRenderer
shadowMapIndex
- the index of the shadow map being renderedshadowMapOccluders
- the list of occludersprotected void getReceivers(GeometryList lightReceivers)
getReceivers
in class AbstractShadowRenderer
protected Camera getShadowCam(int shadowMapIndex)
AbstractShadowRenderer
getShadowCam
in class AbstractShadowRenderer
shadowMapIndex
- the index of the shadow map being renderedprotected void doDisplayFrustumDebug(int shadowMapIndex)
AbstractShadowRenderer
doDisplayFrustumDebug
in class AbstractShadowRenderer
protected void setMaterialParameters(Material material)
AbstractShadowRenderer
setMaterialParameters
in class AbstractShadowRenderer
material
- the material to use for the post shadow passprotected void clearMaterialParameters(Material material)
AbstractShadowRenderer
clearMaterialParameters
in class AbstractShadowRenderer
material
- the material that was used for the post shadow passpublic float getLambda()
public void setLambda(float lambda)
public boolean isEnabledStabilization()
public void setEnabledStabilization(boolean stabilize)
stabilize
- public void cloneFields(Cloner cloner, java.lang.Object original)
JmeCloneable
Note: during normal clone operations the original object will not be needed as the clone has already had all of the fields shallow copied.
cloneFields
in interface JmeCloneable
cloneFields
in class AbstractShadowRenderer
cloner
- The cloner that is performing the cloning operation. The
cloneFields method can call back into the cloner to make
clones of its subordinate fields.original
- The original object from which this object was cloned.
This is provided for the very rare case that this object needs
to refer to its original for some reason. In general, all of
the relevant values should have been transferred during the
shallow clone and this object need merely clone what it wants.public void read(JmeImporter im) throws java.io.IOException
AbstractShadowRenderer
read
in interface Savable
read
in class AbstractShadowRenderer
im
- importer (not null)java.io.IOException
public void write(JmeExporter ex) throws java.io.IOException
AbstractShadowRenderer
write
in interface Savable
write
in class AbstractShadowRenderer
ex
- exporter (not null)java.io.IOException
protected boolean checkCulling(Camera viewCam)
checkCulling
in class AbstractShadowRenderer
viewCam
-