PssmShadowRenderer now have a contructor that takes a material as a parameter to override the post shadow material

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9123 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 13 years ago
parent 0c5e5341bd
commit bfa243a619
  1. 17
      engine/src/core/com/jme3/shadow/PssmShadowRenderer.java

@ -147,8 +147,23 @@ public class PssmShadowRenderer implements SceneProcessor {
* @param manager the application asset manager
* @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
*/
public PssmShadowRenderer(AssetManager manager, int size, int nbSplits) {
this(manager, size, nbSplits, new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md"));
}
/**
* Create a PSSM Shadow Renderer
* More info on the technique at <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
* @param manager the application asset manager
* @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
* @param postShadowMat the material used for post shadows if you need to override it *
*/
//TODO remove the postShadowMat when we have shader injection....or remove this todo if we are in 2020.
public PssmShadowRenderer(AssetManager manager, int size, int nbSplits, Material postShadowMat) {
assetManager = manager;
nbSplits = Math.max(Math.min(nbSplits, 4), 1);
this.nbSplits = nbSplits;
@ -164,7 +179,7 @@ public class PssmShadowRenderer implements SceneProcessor {
dummyTex = new Texture2D(size, size, Format.RGBA8);
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md");
this.postshadowMat = postShadowMat;
for (int i = 0; i < nbSplits; i++) {
lightViewProjectionsMatrices[i] = new Matrix4f();

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