public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR
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, matCache, nbShadowMaps, needsfallBackMaterial, postshadowMat, postTechniqueName, preshadowMat, profiler, renderBackFacesShadows, renderManager, shadowCompareMode, shadowFB, shadowIntensity, shadowMapOccluders, shadowMaps, shadowMapSize, skipPostPass, viewPort, zFarOverride
Constructor and Description |
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DirectionalLightShadowRendererVR()
Used for serialization use
DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
assetManager, int shadowMapSize, int nbSplits)
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DirectionalLightShadowRendererVR(AssetManager assetManager,
int shadowMapSize,
int nbSplits)
Creates a DirectionalLight shadow renderer.
|
Modifier and Type | Method and Description |
---|---|
protected boolean |
checkCulling(Camera viewCam)
Directional light is 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.
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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
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protected GeometryList |
getOccludersToRender(int shadowMapIndex,
GeometryList shadowMapOccluders)
Returns a subclass-specific geometryList containing the occluders to be
rendered in the shadow map
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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
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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.
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void |
setEnabledStabilization(boolean stabilize)
Enables the stabilization of the shadow's edges.
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void |
setLambda(float lambda)
Adjusts the partition of the shadow extend into shadow maps.
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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.
|
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.
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cleanup, createFrustum, displayDebug, displayFrustum, displayShadowMap, getEdgeFilteringMode, getEdgesThickness, getPreShadowForcedRenderState, getShadowCompareMode, getShadowIntensity, getShadowZExtend, getShadowZFadeLength, initForcedRenderState, initialize, isFlushQueues, isInitialized, isRenderBackFacesShadows, postFrame, postQueue, preFrame, renderShadowMap, reshape, setEdgeFilteringMode, setEdgesThickness, setPostShadowMaterial, setPostShadowParams, setProfiler, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLength
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
rescale
protected 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's asset managershadowMapSize
- the size of the rendered shadowmaps (512, 1024, 2048,
etcetera)nbSplits
- the number of shadow maps rendered (More shadow maps yield
better quality, fewer fps.)protected void initFrustumCam()
AbstractShadowRendererVR
initFrustumCam
in class AbstractShadowRendererVR
public DirectionalLight getLight()
public void setLight(DirectionalLight light)
light
- a DirectionalLightprotected void updateShadowCams(Camera viewCam)
AbstractShadowRendererVR
updateShadowCams
in class AbstractShadowRendererVR
viewCam
- the scene camprotected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders)
AbstractShadowRendererVR
getOccludersToRender
in class AbstractShadowRendererVR
shadowMapIndex
- the index of the shadow map being renderedshadowMapOccluders
- the list of occludersprotected void getReceivers(GeometryList lightReceivers)
getReceivers
in class AbstractShadowRendererVR
protected Camera getShadowCam(int shadowMapIndex)
AbstractShadowRendererVR
getShadowCam
in class AbstractShadowRendererVR
shadowMapIndex
- the index of the shadow map being renderedprotected void doDisplayFrustumDebug(int shadowMapIndex)
AbstractShadowRendererVR
doDisplayFrustumDebug
in class AbstractShadowRendererVR
protected void setMaterialParameters(Material material)
AbstractShadowRendererVR
setMaterialParameters
in class AbstractShadowRendererVR
material
- the material to use for the post shadow passprotected void clearMaterialParameters(Material material)
AbstractShadowRendererVR
clearMaterialParameters
in class AbstractShadowRendererVR
material
- 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
AbstractShadowRendererVR
read
in interface Savable
read
in class AbstractShadowRendererVR
im
- importer (not null)java.io.IOException
public void write(JmeExporter ex) throws java.io.IOException
AbstractShadowRendererVR
write
in interface Savable
write
in class AbstractShadowRendererVR
ex
- exporter (not null)java.io.IOException
protected boolean checkCulling(Camera viewCam)
checkCulling
in class AbstractShadowRendererVR
viewCam
-