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
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@ -147,8 +147,23 @@ public class PssmShadowRenderer implements SceneProcessor {
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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 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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*/
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public PssmShadowRenderer(AssetManager manager, int size, int nbSplits) {
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this(manager, size, nbSplits, new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md"));
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}
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/**
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* Create a PSSM Shadow Renderer
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* 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>
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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 nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
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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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//TODO remove the postShadowMat when we have shader injection....or remove this todo if we are in 2020.
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public PssmShadowRenderer(AssetManager manager, int size, int nbSplits, Material postShadowMat) {
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assetManager = manager;
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nbSplits = Math.max(Math.min(nbSplits, 4), 1);
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this.nbSplits = nbSplits;
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@ -164,7 +179,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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dummyTex = new Texture2D(size, size, Format.RGBA8);
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preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
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postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md");
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this.postshadowMat = postShadowMat;
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for (int i = 0; i < nbSplits; i++) {
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lightViewProjectionsMatrices[i] = new Matrix4f();
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