Package com.jme3.shadow
Class VRDirectionalLightShadowRenderer
java.lang.Object
com.jme3.shadow.AbstractShadowRenderer
com.jme3.shadow.DirectionalLightShadowRenderer
com.jme3.shadow.VRDirectionalLightShadowRenderer
- All Implemented Interfaces:
Savable
,SceneProcessor
,JmeCloneable
,Cloneable
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 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
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
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Field Summary
Fields inherited from class com.jme3.shadow.DirectionalLightShadowRenderer
lambda, light, points, shadowCam, splits, splitsArray
Fields inherited from class com.jme3.shadow.AbstractShadowRenderer
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
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Constructor Summary
ConstructorDescriptionVRDirectionalLightShadowRenderer
(AssetManager assetManager, int shadowMapSize, int nbSplits) Create an OculusDirectionalLightShadowRenderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html -
Method Summary
Methods inherited from class com.jme3.shadow.DirectionalLightShadowRenderer
checkCulling, clearMaterialParameters, cloneFields, doDisplayFrustumDebug, getLambda, getLight, getOccludersToRender, getReceivers, getShadowCam, initFrustumCam, isEnabledStabilization, read, setEnabledStabilization, setLambda, setLight, setMaterialParameters, updateShadowCams, write
Methods inherited from class com.jme3.shadow.AbstractShadowRenderer
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, setPostShadowMaterial, setPostShadowParams, setProfiler, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLength
Methods inherited from class java.lang.Object
equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
Methods inherited from interface com.jme3.post.SceneProcessor
rescale
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Constructor Details
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VRDirectionalLightShadowRenderer
Create an OculusDirectionalLightShadowRenderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html- Parameters:
assetManager
- the application asset managershadowMapSize
- the size of the rendered shadowmaps (512,1024,2048, etc...)nbSplits
- the number of shadow maps rendered (More shadow maps result in higher quality, fewer fps.)
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Method Details