From 3b84ae44e5c2fec309376f0fc16318fa23bc4731 Mon Sep 17 00:00:00 2001 From: "rem..om" Date: Wed, 31 Oct 2012 22:08:11 +0000 Subject: [PATCH] Made all attributes of PssmShadowRenderer protected git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9930 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- .../com/jme3/shadow/PssmShadowRenderer.java | 72 +++++++++---------- 1 file changed, 36 insertions(+), 36 deletions(-) diff --git a/engine/src/core/com/jme3/shadow/PssmShadowRenderer.java b/engine/src/core/com/jme3/shadow/PssmShadowRenderer.java index e6fd6fcf3..404d5a9e7 100644 --- a/engine/src/core/com/jme3/shadow/PssmShadowRenderer.java +++ b/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 matCache = new ArrayList(); + protected List matCache = new ArrayList(); //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