Made all attributes of PssmShadowRenderer protected
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9930 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -125,48 +125,48 @@ public class PssmShadowRenderer implements SceneProcessor {
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*/
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Hardware;
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}
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private int nbSplits = 3;
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private float shadowMapSize;
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private float lambda = 0.65f;
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private float shadowIntensity = 0.7f;
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private float zFarOverride = 0;
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private RenderManager renderManager;
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private ViewPort viewPort;
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private FrameBuffer[] shadowFB;
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private Texture2D[] shadowMaps;
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private Texture2D dummyTex;
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private Camera shadowCam;
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private Material preshadowMat;
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private Material postshadowMat;
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private GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
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private Matrix4f[] lightViewProjectionsMatrices;
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private ColorRGBA splits;
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private float[] splitsArray;
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private boolean noOccluders = false;
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private Vector3f direction = new Vector3f();
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private AssetManager assetManager;
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private boolean debug = false;
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private float edgesThickness = 1.0f;
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private FilterMode filterMode;
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private CompareMode compareMode;
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private Picture[] dispPic;
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private Vector3f[] points = new Vector3f[8];
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private boolean flushQueues = true;
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protected int nbSplits = 3;
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protected float shadowMapSize;
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protected float lambda = 0.65f;
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protected float shadowIntensity = 0.7f;
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protected float zFarOverride = 0;
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protected RenderManager renderManager;
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protected ViewPort viewPort;
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protected FrameBuffer[] shadowFB;
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protected Texture2D[] shadowMaps;
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protected Texture2D dummyTex;
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protected Camera shadowCam;
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protected Material preshadowMat;
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protected Material postshadowMat;
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protected GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
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protected Matrix4f[] lightViewProjectionsMatrices;
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protected ColorRGBA splits;
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protected float[] splitsArray;
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protected boolean noOccluders = false;
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protected Vector3f direction = new Vector3f();
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protected AssetManager assetManager;
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protected boolean debug = false;
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protected float edgesThickness = 1.0f;
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protected FilterMode filterMode;
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protected CompareMode compareMode;
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protected Picture[] dispPic;
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protected Vector3f[] points = new Vector3f[8];
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protected boolean flushQueues = true;
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// define if the fallback material should be used.
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protected boolean needsfallBackMaterial = false;
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//Name of the post material technique
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private String postTechniqueName = "PostShadow";
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protected String postTechniqueName = "PostShadow";
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//flags to know when to change params in the materials
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private boolean applyHWShadows = true;
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private boolean applyFilterMode = true;
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private boolean applyPCFEdge = true;
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private boolean applyShadowIntensity = true;
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protected boolean applyHWShadows = true;
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protected boolean applyFilterMode = true;
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protected boolean applyPCFEdge = true;
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protected boolean applyShadowIntensity = true;
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//a list of material of the post shadow queue geometries.
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private List<Material> matCache = new ArrayList<Material>();
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protected List<Material> matCache = new ArrayList<Material>();
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//Holding the info for fading shadows in the far distance
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private Vector2f fadeInfo;
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private float fadeLength;
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private boolean applyFadeInfo = true;
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protected Vector2f fadeInfo;
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protected float fadeLength;
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protected boolean applyFadeInfo = false;
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/**
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* Create a PSSM Shadow Renderer
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