public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR
| Modifier and Type | Field and Description | 
|---|---|
| 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, matCache, nbShadowMaps, needsfallBackMaterial, postshadowMat, postTechniqueName, preshadowMat, profiler, renderBackFacesShadows, renderManager, shadowCompareMode, shadowFB, shadowIntensity, shadowMapOccluders, shadowMaps, shadowMapSize, skipPostPass, viewPort, zFarOverride| Constructor and Description | 
|---|
| DirectionalLightShadowRendererVR()Used for serialization use
 DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
 assetManager, int shadowMapSize, int nbSplits) | 
| DirectionalLightShadowRendererVR(AssetManager assetManager,
                                int shadowMapSize,
                                int nbSplits)Create a DirectionalLightShadowRenderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html | 
| Modifier and Type | Method and Description | 
|---|---|
| protected boolean | checkCulling(Camera viewCam)Directional light is always in the view frustum | 
| 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. | 
| 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()Check if the stabilization is enabled. | 
| 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)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 | setLight(DirectionalLight light)Sets the light to use to cast shadows | 
| 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. | 
| 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, getPreShadowForcedRenderState, getShadowCompareMode, getShadowIntensity, getShadowZExtend, getShadowZFadeLength, initForcedRenderState, initialize, isFlushQueues, isInitialized, isRenderBackFacesShadows, postFrame, postQueue, preFrame, renderShadowMap, reshape, setEdgeFilteringMode, setEdgesThickness, setFlushQueues, setPostShadowMaterial, setPostShadowParams, setProfiler, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLengthprotected float lambda
protected Camera shadowCam
protected ColorRGBA splits
protected float[] splitsArray
protected DirectionalLight light
protected Vector3f[] points
public DirectionalLightShadowRendererVR()
public DirectionalLightShadowRendererVR(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()
AbstractShadowRendererVRinitFrustumCam in class AbstractShadowRendererVRpublic DirectionalLight getLight()
public void setLight(DirectionalLight light)
light - a DirectionalLightprotected void updateShadowCams(Camera viewCam)
AbstractShadowRendererVRupdateShadowCams in class AbstractShadowRendererVRviewCam - the scene camprotected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders)
AbstractShadowRendererVRgetOccludersToRender in class AbstractShadowRendererVRshadowMapIndex - the index of the shadow map being renderedshadowMapOccluders - the list of occludersprotected void getReceivers(GeometryList lightReceivers)
getReceivers in class AbstractShadowRendererVRprotected Camera getShadowCam(int shadowMapIndex)
AbstractShadowRendererVRgetShadowCam in class AbstractShadowRendererVRshadowMapIndex - the index of the shadow map being renderedprotected void doDisplayFrustumDebug(int shadowMapIndex)
AbstractShadowRendererVRdoDisplayFrustumDebug in class AbstractShadowRendererVRprotected void setMaterialParameters(Material material)
AbstractShadowRendererVRsetMaterialParameters in class AbstractShadowRendererVRmaterial - the material to use for the post shadow passprotected void clearMaterialParameters(Material material)
AbstractShadowRendererVRclearMaterialParameters in class AbstractShadowRendererVRmaterial - the material that was used for the post shadow passpublic float getLambda()
public void setLambda(float lambda)
lambda - the lambda value.public boolean isEnabledStabilization()
true if stabilization is enabled and false otherwise.public void setEnabledStabilization(boolean stabilize)
stabilize - true if stabilization has to be enabled and false otherwise.public void read(JmeImporter im) throws java.io.IOException
AbstractShadowRendererVRread in interface Savableread in class AbstractShadowRendererVRim - importer (not null)java.io.IOExceptionpublic void write(JmeExporter ex) throws java.io.IOException
AbstractShadowRendererVRwrite in interface Savablewrite in class AbstractShadowRendererVRex - exporter (not null)java.io.IOExceptionprotected boolean checkCulling(Camera viewCam)
checkCulling in class AbstractShadowRendererVRviewCam -