@Deprecated public class PssmShadowFilter extends Filter
Filter.Pass
defaultPass, enabled, material, postRenderPasses, processor
Modifier | Constructor and Description |
---|---|
protected |
PssmShadowFilter()
Deprecated.
Used for serialization.
|
|
PssmShadowFilter(AssetManager manager,
int size,
int nbSplits)
Deprecated.
Creates a PSSM Shadow Filter
More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
|
Modifier and Type | Method and Description |
---|---|
Vector3f |
getDirection()
Deprecated.
returns the light direction used by the processor
|
int |
getEdgesThickness()
Deprecated.
returns the edges thickness
|
float |
getLambda()
Deprecated.
returns the lambda parameter
|
protected Material |
getMaterial()
Deprecated.
Must return the material used for this filter.
|
float |
getShadowIntensity()
Deprecated.
returns the shadow intensity
|
Material |
getShadowMaterial()
Deprecated.
|
float |
getShadowZExtend()
Deprecated.
How far the shadows are rendered in the view
|
float |
getShadowZFadeLength()
Deprecated.
get the length over which the shadow will fade out when using a shadowZextend
|
protected void |
initFilter(AssetManager manager,
RenderManager renderManager,
ViewPort vp,
int w,
int h)
Deprecated.
Initialization of sub classes filters
This method is called once when the filter is added to the FilterPostProcessor
It should contain Material initializations and extra passes initialization
|
boolean |
isFlushQueues()
Deprecated.
returns true if the PssmRenderer flushed the shadow queues
|
protected boolean |
isRequiresDepthTexture()
Deprecated.
Override this method and return true if your Filter needs the depth texture
|
protected void |
postFrame(RenderManager renderManager,
ViewPort viewPort,
FrameBuffer prevFilterBuffer,
FrameBuffer sceneBuffer)
Deprecated.
Override this method if you want to make a pass just after the frame has been rendered and just before the filter rendering
|
protected void |
postQueue(RenderQueue queue)
Deprecated.
Override this method if you want to make a pre pass, before the actual rendering of the frame
|
protected void |
preFrame(float tpf)
Deprecated.
Override this method if you want to modify parameters according to tpf before the rendering of the frame.
|
void |
read(JmeImporter im)
Deprecated.
Override this method if you want to load extra properties when the filter
is loaded else only basic properties of the filter will be loaded
This method should always begin by super.read(im);
|
void |
setCompareMode(PssmShadowRenderer.CompareMode compareMode)
Deprecated.
sets the shadow compare mode see
CompareMode for more info |
void |
setDirection(Vector3f direction)
Deprecated.
Sets the light direction to use to compute shadows
|
void |
setEdgesThickness(int edgesThickness)
Deprecated.
Sets the shadow edges thickness.
|
void |
setFilterMode(PssmShadowRenderer.FilterMode filterMode)
Deprecated.
Sets the filtering mode for shadow edges see
PssmShadowRenderer.FilterMode for more info |
void |
setFlushQueues(boolean flushQueues)
Deprecated.
Set this to false if you want to use several PssmRenderers to have multiple shadows cast by multiple light sources.
|
void |
setLambda(float lambda)
Deprecated.
Adjust the repartition of the different shadow maps in the shadow extend
usually goes from 0.0 to 1.0
a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
|
void |
setShadowIntensity(float shadowIntensity)
Deprecated.
Set the shadowIntensity, the value should be between 0 and 1,
a 0 value gives a bright and invisible shadow,
a 1 value gives a pitch black shadow,
default is 0.7
|
void |
setShadowZExtend(float zFar)
Deprecated.
Set the distance from the eye where the shadows will be rendered
default value is dynamically computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
|
void |
setShadowZFadeLength(float length)
Deprecated.
Define the length over which the shadow will fade out when using a shadowZextend
|
void |
write(JmeExporter ex)
Deprecated.
Override this method if you want to save extra properties when the filter is saved else only basic properties of the filter will be saved
This method should always begin by super.write(ex);
|
cleanup, cleanUpFilter, getDefaultPassDepthFormat, getDefaultPassTextureFormat, getName, getPostRenderPasses, getRenderedTexture, getRenderFrameBuffer, init, isEnabled, isRequiresBilinear, isRequiresSceneTexture, postFilter, setDepthTexture, setEnabled, setName, setProcessor, setRenderedTexture, setRenderFrameBuffer
protected PssmShadowFilter()
public PssmShadowFilter(AssetManager manager, int size, int nbSplits)
manager
- the application asset managersize
- 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 Material getMaterial()
Filter
getMaterial
in class Filter
protected boolean isRequiresDepthTexture()
Filter
isRequiresDepthTexture
in class Filter
public Material getShadowMaterial()
protected void preFrame(float tpf)
Filter
protected void postQueue(RenderQueue queue)
Filter
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer)
Filter
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h)
Filter
initFilter
in class Filter
manager
- the assetManagerrenderManager
- the renderManagervp
- the viewPort where this filter is renderedw
- the width of the filterh
- the height of the filterpublic Vector3f getDirection()
public void setDirection(Vector3f direction)
direction
- public float getLambda()
setLambda(float lambda)
public void setLambda(float lambda)
lambda
- the lambda value.public float getShadowZExtend()
setShadowZExtend(float zFar)
public void setShadowZExtend(float zFar)
zFar
- the zFar values that override the computed onepublic float getShadowIntensity()
setShadowIntensity(float shadowIntensity)
public final void setShadowIntensity(float shadowIntensity)
shadowIntensity
- the darkness of the shadowpublic int getEdgesThickness()
setEdgesThickness(int edgesThickness)
public void setEdgesThickness(int edgesThickness)
edgesThickness
- public boolean isFlushQueues()
public void setFlushQueues(boolean flushQueues)
flushQueues
- public final void setCompareMode(PssmShadowRenderer.CompareMode compareMode)
CompareMode
for more infocompareMode
- public final void setFilterMode(PssmShadowRenderer.FilterMode filterMode)
PssmShadowRenderer.FilterMode
for more infofilterMode
- public void setShadowZFadeLength(float length)
length
- the fade length in world unitspublic float getShadowZFadeLength()
public void write(JmeExporter ex) throws java.io.IOException
Filter
public void read(JmeImporter im) throws java.io.IOException
Filter