fix renderShadow optimization to work on multiple scenes attached to viewPort properly
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@ -658,8 +658,6 @@ public class RenderManager {
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public void renderScene(Spatial scene, ViewPort vp) {
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//reset of the camera plane state for proper culling (must be 0 for the first note of the scene to be rendered)
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vp.getCamera().setPlaneState(0);
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//remember the scene for possible later use
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vp.getQueue().setRootScene(scene);
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//rendering the scene
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renderSubScene(scene, vp);
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}
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@ -51,7 +51,6 @@ public class RenderQueue {
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private GeometryList translucentList;
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private GeometryList skyList;
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private GeometryList shadowRecv;
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private Spatial rootScene = null;
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/**
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* Creates a new RenderQueue, the default {@link GeometryComparator comparators}
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@ -337,14 +336,6 @@ public class RenderQueue {
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}
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}
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public void setRootScene(Spatial rs) {
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rootScene = rs;
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}
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public Spatial getRootScene() {
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return rootScene;
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}
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public void clear() {
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opaqueList.clear();
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guiList.clear();
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@ -489,9 +489,6 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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//rendering the post shadow pass
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viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
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if (flushQueues) {
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sceneReceivers.clear();
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}
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//resetting renderManager settings
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renderManager.setForcedTechnique(null);
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@ -502,6 +499,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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clearMatParams();
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}
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if (flushQueues) {
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sceneReceivers.clear();
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}
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}
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/**
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@ -43,6 +43,7 @@ import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.OpaqueComparator;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Spatial;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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@ -146,7 +147,9 @@ public class BasicShadowRenderer implements SceneProcessor {
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}
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public void postQueue(RenderQueue rq) {
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ShadowUtil.getGeometriesInCamFrustum(rq.getRootScene(), viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
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}
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// update frustum points based on current camera
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Camera viewCam = viewPort.getCamera();
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@ -174,7 +177,7 @@ public class BasicShadowRenderer implements SceneProcessor {
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shadowCam.updateViewProjection();
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// render shadow casters to shadow map
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ShadowUtil.updateShadowCamera(rq.getRootScene(), lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
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ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
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if (shadowOccluders.size() == 0) {
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noOccluders = true;
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return;
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@ -45,6 +45,7 @@ import com.jme3.renderer.Camera;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import java.io.IOException;
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/**
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@ -181,9 +182,11 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
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//Updating shadow cam with curent split frustra
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if (sceneReceivers.size()==0) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
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}
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}
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ShadowUtil.updateShadowCamera(viewPort.getQueue().getRootScene(), sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
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ShadowUtil.updateShadowCamera(viewPort, sceneReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0);
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return shadowMapOccluders;
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}
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@ -191,7 +194,9 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
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@Override
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GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
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if (sceneReceivers.size()==0) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, sceneReceivers);
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}
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}
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lightReceivers = sceneReceivers;
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return sceneReceivers;
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@ -44,6 +44,7 @@ import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.util.TempVars;
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import java.io.IOException;
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@ -131,14 +132,18 @@ public class PointLightShadowRenderer extends AbstractShadowRenderer {
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@Override
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders);
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}
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return shadowMapOccluders;
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}
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@Override
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GeometryList getReceivers(GeometryList sceneReceivers, GeometryList lightReceivers) {
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lightReceivers.clear();
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ShadowUtil.getLitGeometriesInViewPort(viewPort.getQueue().getRootScene(), viewPort.getCamera(), shadowCams, RenderQueue.ShadowMode.Receive, lightReceivers);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), shadowCams, RenderQueue.ShadowMode.Receive, lightReceivers);
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}
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return lightReceivers;
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}
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@ -387,7 +387,9 @@ public class PssmShadowRenderer implements SceneProcessor {
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@SuppressWarnings("fallthrough")
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public void postQueue(RenderQueue rq) {
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ShadowUtil.getGeometriesInCamFrustum(rq.getRootScene(), viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
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}
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Camera viewCam = viewPort.getCamera();
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@ -431,7 +433,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
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//Updating shadow cam with curent split frustra
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ShadowUtil.updateShadowCamera(rq.getRootScene(), lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
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ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, splitOccluders, shadowMapSize);
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//saving light view projection matrix for this split
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lightViewProjectionsMatrices[i].set(shadowCam.getViewProjectionMatrix());
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@ -39,6 +39,7 @@ import com.jme3.math.Transform;
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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.renderer.Camera;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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@ -452,7 +453,7 @@ public class ShadowUtil {
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* contain the eye camera frustum corners) and the shadow occluder objects
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* collected through the traverse of the scene hierarchy
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*/
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public static void updateShadowCamera(Spatial rootScene,
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public static void updateShadowCamera(ViewPort viewPort,
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GeometryList receivers,
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Camera shadowCam,
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Vector3f[] points,
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@ -496,7 +497,10 @@ public class ShadowUtil {
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// collect splitOccluders through scene recursive traverse
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OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars);
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casterCount = occExt.addOccluders(rootScene);
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for (Spatial scene : viewPort.getScenes()) {
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occExt.addOccluders(scene);
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}
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casterCount = occExt.casterCount;
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//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
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if (casterCount != receiverCount) {
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@ -45,6 +45,7 @@ import com.jme3.renderer.Camera;
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import com.jme3.renderer.queue.GeometryList;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.util.TempVars;
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import java.io.IOException;
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@ -143,7 +144,9 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
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@Override
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protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) {
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ShadowUtil.getGeometriesInCamFrustum(viewPort.getQueue().getRootScene(), shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders);
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}
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return shadowMapOccluders;
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}
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@ -152,7 +155,9 @@ public class SpotLightShadowRenderer extends AbstractShadowRenderer {
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lightReceivers.clear();
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Camera[] cameras = new Camera[1];
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cameras[0] = shadowCam;
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ShadowUtil.getLitGeometriesInViewPort(viewPort.getQueue().getRootScene(), viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers);
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getLitGeometriesInViewPort(scene, viewPort.getCamera(), cameras, RenderQueue.ShadowMode.Receive, lightReceivers);
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}
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return lightReceivers;
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}
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