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@ -1,5 +1,5 @@ |
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/* |
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/* |
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* Copyright (c) 2009-2010 jMonkeyEngine All rights reserved. |
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* Copyright (c) 2009-2012 jMonkeyEngine All rights reserved. |
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* <p/> |
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* <p/> |
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* Redistribution and use in source and binary forms, with or without |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are met: |
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* modification, are permitted provided that the following conditions are met: |
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@ -179,7 +179,6 @@ public class PssmShadowRenderer implements SceneProcessor { |
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* @param manager the application asset manager |
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* @param manager the application asset manager |
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* @param size the size of the rendered shadowmaps (512,1024,2048, etc...) |
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* @param size the size of the rendered shadowmaps (512,1024,2048, etc...) |
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* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps). |
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* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps). |
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* @param filterPass set this to true if you want the post shadow pass to be done in a Filter un screen space. |
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* @param postShadowMat the material used for post shadows if you need to override it |
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* @param postShadowMat the material used for post shadows if you need to override it |
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*/ |
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*/ |
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protected PssmShadowRenderer(AssetManager manager, int size, int nbSplits, Material postShadowMat) { |
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protected PssmShadowRenderer(AssetManager manager, int size, int nbSplits, Material postShadowMat) { |
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@ -568,8 +567,8 @@ public class PssmShadowRenderer implements SceneProcessor { |
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} |
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} |
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/** |
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/** |
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* returns the labda parameter<br> |
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* returns the labda parameter |
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* see {@link setLambda(float lambda)} |
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* see #setLambda(float lambda) |
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* @return lambda |
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* @return lambda |
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*/ |
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*/ |
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public float getLambda() { |
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public float getLambda() { |
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@ -590,7 +589,7 @@ public class PssmShadowRenderer implements SceneProcessor { |
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/** |
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/** |
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* How far the shadows are rendered in the view |
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* How far the shadows are rendered in the view |
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* see {@link setShadowZExtend(float zFar)} |
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* @see #setShadowZExtend(float zFar) |
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* @return shadowZExtend |
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* @return shadowZExtend |
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*/ |
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*/ |
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public float getShadowZExtend() { |
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public float getShadowZExtend() { |
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@ -607,8 +606,8 @@ public class PssmShadowRenderer implements SceneProcessor { |
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} |
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} |
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/** |
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/** |
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* returns the shdaow intensity<br> |
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* returns the shdaow intensity |
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* see {@link setShadowIntensity(float shadowIntensity)} |
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* @see #setShadowIntensity(float shadowIntensity) |
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* @return shadowIntensity |
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* @return shadowIntensity |
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*/ |
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*/ |
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public float getShadowIntensity() { |
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public float getShadowIntensity() { |
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@ -629,8 +628,8 @@ public class PssmShadowRenderer implements SceneProcessor { |
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} |
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} |
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/** |
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/** |
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* returns the edges thickness <br> |
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* returns the edges thickness |
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* see {@link setEdgesThickness(int edgesThickness)} |
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* @see #setEdgesThickness(int edgesThickness) |
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* @return edgesThickness |
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* @return edgesThickness |
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*/ |
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*/ |
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public int getEdgesThickness() { |
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public int getEdgesThickness() { |
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