Package com.jme3.shadow
Class DirectionalLightShadowFilterVR
java.lang.Object
com.jme3.post.Filter
com.jme3.shadow.AbstractShadowFilterVR<DirectionalLightShadowRendererVR>
com.jme3.shadow.DirectionalLightShadowFilterVR
- All Implemented Interfaces:
- Savable
- Direct Known Subclasses:
- InstancedDirectionalShadowFilter
@Deprecated
public class DirectionalLightShadowFilterVR
extends AbstractShadowFilterVR<DirectionalLightShadowRendererVR>
Deprecated.
The jme3-vr module is deprecated and will be removed in a future version (as it only supports OpenVR).
             For new Virtual Reality projects, use user libraries that provide OpenXR support.
             See Virtual Reality JME wiki section
             for more information.
This Filter does basically the same as a DirectionalLightShadowRenderer
 except it renders the post shadow pass as a fullscreen quad pass instead of a
 geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
 more than about ten shadow receiving objects. The expense is the drawback
 that the shadow Receive mode set on spatial is ignored. So basically all and
 only objects that render depth in the scene receive shadows. See this post
 for more details
 http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
 API is basically the same as the PssmShadowRenderer;
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Nested Class SummaryNested classes/interfaces inherited from class com.jme3.post.FilterFilter.Pass
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Field SummaryFields inherited from class com.jme3.shadow.AbstractShadowFilterVRshadowRenderer, viewPortFields inherited from class com.jme3.post.FilterdefaultPass, enabled, material, postRenderPasses, processor
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Constructor SummaryConstructorsConstructorDescriptionDirectionalLightShadowFilterVR(AssetManager assetManager, int shadowMapSize, int nbSplits) Deprecated.Creates a DirectionalLightShadowFilter Shadow Filter More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.htmlDirectionalLightShadowFilterVR(AssetManager assetManager, int shadowMapSize, int nbSplits, String useMatDef) Deprecated.Creates a DirectionalLight shadow filter.
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Method SummaryModifier and TypeMethodDescriptionfloatDeprecated.returns the lambda parametergetLight()Deprecated.return the light used to cast shadowsbooleanDeprecated.Check if stabilization is enabled.voidread(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);voidsetEnabledStabilization(boolean stabilize) Deprecated.Enables the stabilization of the shadow's edges.voidsetLambda(float lambda) Deprecated.Adjusts the partition of the shadow extend into shadow maps.voidsetLight(DirectionalLight light) Deprecated.Sets the light to use to cast shadowsvoidwrite(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);Methods inherited from class com.jme3.shadow.AbstractShadowFilterVRgetEdgeFilteringMode, getEdgesThickness, getMaterial, getPreShadowForcedRenderState, getShadowCompareMode, getShadowIntensity, getShadowMaterial, getShadowZExtend, getShadowZFadeLength, initFilter, isFlushQueues, isRenderBackFacesShadows, isRequiresDepthTexture, postFrame, postQueue, preFrame, setEdgeFilteringMode, setEdgesThickness, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLengthMethods inherited from class com.jme3.post.Filtercleanup, cleanUpFilter, getDefaultPassDepthFormat, getDefaultPassTextureFormat, getName, getPostRenderPasses, getRenderedTexture, getRenderFrameBuffer, init, isEnabled, isRequiresBilinear, isRequiresSceneTexture, postFilter, setDepthTexture, setEnabled, setName, setProcessor, setRenderedTexture, setRenderFrameBuffer
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Constructor Details- 
DirectionalLightShadowFilterVRDeprecated.Creates a DirectionalLightShadowFilter Shadow Filter More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html- Parameters:
- assetManager- the application asset manager
- shadowMapSize- 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.)
 
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DirectionalLightShadowFilterVRpublic DirectionalLightShadowFilterVR(AssetManager assetManager, int shadowMapSize, int nbSplits, String useMatDef) Deprecated.Creates a DirectionalLight shadow filter. More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html.- Parameters:
- assetManager- the application's asset manager
- shadowMapSize- the size of the rendered shadowmaps (512, 1024, 2048, etc...)
- nbSplits- the number of shadow maps rendered (More shadow maps yield better quality, fewer fps.)
- useMatDef- the material to attach to this filter.
 
 
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Method Details- 
getLightDeprecated.return the light used to cast shadows- Returns:
- the DirectionalLight
 
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setLightDeprecated.Sets the light to use to cast shadows- Parameters:
- light- a DirectionalLight
 
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getLambdapublic float getLambda()Deprecated.returns the lambda parameter- Returns:
- lambda
- See Also:
 
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setLambdapublic void setLambda(float lambda) Deprecated.Adjusts the partition of the shadow extend into shadow maps. Lambda is usually between 0 and 1. A low value gives a more linear partition, resulting in consistent shadow quality over the extend, but near shadows could look very jagged. A high value gives a more logarithmic partition, resulting in high quality for near shadows, but quality decreases rapidly with distance. The default value is 0.65 (the theoretical optimum).- Parameters:
- lambda- the lambda value.
 
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isEnabledStabilizationpublic boolean isEnabledStabilization()Deprecated.Check if stabilization is enabled.- Returns:
- trueif the stabilization is enabled and- falseotherwise.
- See Also:
 
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setEnabledStabilizationpublic void setEnabledStabilization(boolean stabilize) Deprecated.Enables the stabilization of the shadow's edges. (default istrue) This prevents shadow edges from flickering when the camera moves. However, it can lead to some loss of shadow quality in particular scenes.- Parameters:
- stabilize-- trueif the stabilization has to be enabled and- falseotherwise.
- See Also:
 
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writeDeprecated.Description copied from class:FilterOverride 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);- Specified by:
- writein interface- Savable
- Overrides:
- writein class- AbstractShadowFilterVR<DirectionalLightShadowRendererVR>
- Parameters:
- ex- the exporter (not null)
- Throws:
- IOException- from the exporter
 
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readDeprecated.Description copied from class:FilterOverride 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);- Specified by:
- readin interface- Savable
- Overrides:
- readin class- AbstractShadowFilterVR<DirectionalLightShadowRendererVR>
- Throws:
- IOException
 
 
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