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

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