J3M: allow static pass lighting to be selected
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091b8664ad
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@ -94,6 +94,17 @@ public class TechniqueDef implements Savable {
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*/
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*/
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@Deprecated
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@Deprecated
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FixedPipeline,
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FixedPipeline,
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/**
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* Similar to {@link #SinglePass} except the type of each light is known
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* at shader compile time.
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* <p>
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* The advantage is that the shader can be much more efficient, i.e. not
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* do operations required for spot and point lights if it knows the
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* light is a directional light. The disadvantage is that the number of
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* shaders used balloons because of the variations in the number of
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* lights used by objects.
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*/
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StaticPass
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}
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}
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public enum ShadowMode {
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public enum ShadowMode {
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@ -41,6 +41,7 @@ import com.jme3.material.RenderState.BlendMode;
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import com.jme3.material.RenderState.FaceCullMode;
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import com.jme3.material.RenderState.FaceCullMode;
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import com.jme3.material.TechniqueDef.LightMode;
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import com.jme3.material.TechniqueDef.LightMode;
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import com.jme3.material.TechniqueDef.ShadowMode;
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import com.jme3.material.TechniqueDef.ShadowMode;
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import com.jme3.material.logic.StaticPassLightingLogic;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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@ -646,6 +647,9 @@ public class J3MLoader implements AssetLoader {
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case SinglePass:
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case SinglePass:
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technique.setLogic(new SinglePassLightingLogic(technique));
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technique.setLogic(new SinglePassLightingLogic(technique));
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break;
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break;
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case StaticPass:
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technique.setLogic(new StaticPassLightingLogic(technique));
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break;
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default:
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default:
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throw new UnsupportedOperationException();
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throw new UnsupportedOperationException();
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}
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}
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