Made all attributes of PssmShadowRenderer protected

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9930 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent d1a036a021
commit 3b84ae44e5
  1. 72
      engine/src/core/com/jme3/shadow/PssmShadowRenderer.java

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

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