improve inline documentation in AbstractShadowRenderer.java ... trunk
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@11090 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -92,19 +92,26 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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protected CompareMode shadowCompareMode = CompareMode.Hardware;
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protected CompareMode shadowCompareMode = CompareMode.Hardware;
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protected Picture[] dispPic;
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protected Picture[] dispPic;
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protected boolean flushQueues = true;
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protected boolean flushQueues = true;
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// define if the fallback material should be used.
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/**
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* true if the fallback material should be used, otherwise false
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*/
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protected boolean needsfallBackMaterial = false;
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protected boolean needsfallBackMaterial = false;
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//Name of the post material technique
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/**
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* name of the post material technique
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*/
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protected String postTechniqueName = "PostShadow";
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protected String postTechniqueName = "PostShadow";
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//flags to know when to change params in the materials
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/**
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//a list of material of the post shadow queue geometries.
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* list of materials for post shadow queue geometries
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*/
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protected List<Material> matCache = new ArrayList<Material>();
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protected List<Material> matCache = new ArrayList<Material>();
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protected GeometryList sceneReceivers;
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protected GeometryList sceneReceivers;
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protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
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protected GeometryList lightReceivers = new GeometryList(new OpaqueComparator());
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protected GeometryList shadowMapOccluders = new GeometryList(new OpaqueComparator());
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protected GeometryList shadowMapOccluders = new GeometryList(new OpaqueComparator());
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private String[] shadowMapStringCache;
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private String[] shadowMapStringCache;
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private String[] lightViewStringCache;
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private String[] lightViewStringCache;
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//used to skip the post pass when there are no shadow casters.
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/**
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* true to skip the post pass when there are no shadow casters
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*/
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protected boolean skipPostPass;
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protected boolean skipPostPass;
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@ -115,14 +122,13 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* Create an abstract shadow renderer, this is to be called in extending
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* Create an abstract shadow renderer. Subclasses invoke this constructor.
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* classes
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*
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*
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* @param assetManager the application asset manager
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* @param assetManager the application asset manager
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* @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,
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* @param shadowMapSize the size of the rendered shadow maps (512,1024,2048,
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* etc...)
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* etc...)
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* @param nbShadowMaps the number of shadow maps rendered (the more shadow
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* @param nbShadowMaps the number of shadow maps rendered (the more shadow
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* maps the more quality, the less fps).
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* maps the more quality, the fewer fps).
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*/
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*/
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protected AbstractShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbShadowMaps) {
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protected AbstractShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbShadowMaps) {
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@ -189,10 +195,10 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* Sets the filtering mode for shadow edges see {@link EdgeFilteringMode}
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* Sets the filtering mode for shadow edges. See {@link EdgeFilteringMode}
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* for more info
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* for more info.
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*
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*
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* @param EdgeFilteringMode
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* @param filterMode the desired filter mode (not null)
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*/
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*/
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final public void setEdgeFilteringMode(EdgeFilteringMode filterMode) {
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final public void setEdgeFilteringMode(EdgeFilteringMode filterMode) {
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if (filterMode == null) {
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if (filterMode == null) {
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@ -216,7 +222,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* returns the the edge filtering mode
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* returns the edge filtering mode
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*
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*
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* @see EdgeFilteringMode
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* @see EdgeFilteringMode
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* @return
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* @return
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@ -226,9 +232,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* sets the shadow compare mode see {@link CompareMode} for more info
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* Sets the shadow compare mode. See {@link CompareMode} for more info.
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*
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*
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* @param compareMode
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* @param compareMode the desired compare mode (not null)
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*/
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*/
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final public void setShadowCompareMode(CompareMode compareMode) {
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final public void setShadowCompareMode(CompareMode compareMode) {
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if (compareMode == null) {
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if (compareMode == null) {
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@ -265,7 +271,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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return shadowCompareMode;
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return shadowCompareMode;
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}
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}
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//debug function that create a displayable frustrum
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/**
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* debug function to create a visible frustum
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*/
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protected Geometry createFrustum(Vector3f[] pts, int i) {
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protected Geometry createFrustum(Vector3f[] pts, int i) {
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WireFrustum frustum = new WireFrustum(pts);
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WireFrustum frustum = new WireFrustum(pts);
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Geometry frustumMdl = new Geometry("f", frustum);
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Geometry frustumMdl = new Geometry("f", frustum);
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@ -296,6 +304,12 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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return frustumMdl;
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return frustumMdl;
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}
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}
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/**
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* Initialize this shadow renderer prior to its first update.
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*
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* @param rm the render manager
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* @param vp the viewport
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*/
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public void initialize(RenderManager rm, ViewPort vp) {
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public void initialize(RenderManager rm, ViewPort vp) {
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renderManager = rm;
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renderManager = rm;
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viewPort = vp;
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viewPort = vp;
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@ -307,25 +321,31 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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}
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}
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/**
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* Test whether this shadow renderer has been initialized.
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*
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* @return true if initialized, otherwise false
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*/
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public boolean isInitialized() {
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public boolean isInitialized() {
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return viewPort != null;
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return viewPort != null;
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}
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}
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/**
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/**
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* This mehtod is called once per frame. it is responsible for updating the
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* Invoked once per frame to update the shadow cams according to the light
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* shadow cams according to the light view.
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* view.
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*
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*
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* @param viewCam the scene cam
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* @param viewCam the scene cam
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*/
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*/
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protected abstract void updateShadowCams(Camera viewCam);
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protected abstract void updateShadowCams(Camera viewCam);
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/**
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/**
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* this method must return the geomtryList that contains the oclluders to be
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* Returns a subclass-specific geometryList containing the occluders to be
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* rendered in the shadow map
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* rendered in the shadow map
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*
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*
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* @param shadowMapIndex the index of the shadow map being rendered
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* @param shadowMapIndex the index of the shadow map being rendered
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* @param sceneOccluders the occluders of the whole scene
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* @param sceneOccluders the occluders of the whole scene
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* @param sceneReceivers the recievers of the whole scene
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* @param sceneReceivers the receivers of the whole scene
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* @param shadowMapOcculders
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* @return
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* @return
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*/
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*/
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protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders);
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protected abstract GeometryList getOccludersToRender(int shadowMapIndex, GeometryList sceneOccluders, GeometryList sceneReceivers, GeometryList shadowMapOccluders);
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@ -405,7 +425,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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debugfrustums = true;
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debugfrustums = true;
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}
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}
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//debug only : displays depth shadow maps
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/**
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* For debugging purposes, display depth shadow maps.
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*/
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protected void displayShadowMap(Renderer r) {
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protected void displayShadowMap(Renderer r) {
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Camera cam = viewPort.getCamera();
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Camera cam = viewPort.getCamera();
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renderManager.setCamera(cam, true);
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renderManager.setCamera(cam, true);
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@ -421,8 +443,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* For dubuging purpose Allow to "snapshot" the current frustrum to the
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* For debugging purposes, "snapshot" the current frustum to the scene.
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* scene
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*/
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*/
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public void displayDebug() {
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public void displayDebug() {
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debug = true;
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debug = true;
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@ -469,10 +490,10 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* This method is called once per frame and is responsible of setting the
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* This method is called once per frame and is responsible for setting any
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* material parameters than sub class may need to set on the post material
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* material parameters than subclass may need to set on the post material.
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*
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*
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* @param material the materail to use for the post shadow pass
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* @param material the material to use for the post shadow pass
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*/
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*/
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protected abstract void setMaterialParameters(Material material);
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protected abstract void setMaterialParameters(Material material);
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@ -543,7 +564,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* returns the shdaow intensity
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* Returns the shadow intensity.
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*
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*
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* @see #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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@ -553,9 +574,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* Set the shadowIntensity, the value should be between 0 and 1, a 0 value
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* Set the shadowIntensity. The value should be between 0 and 1. A 0 value
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* gives a bright and invisilble shadow, a 1 value gives a pitch black
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* gives a bright and invisible shadow, a 1 value gives a pitch black
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* shadow, default is 0.7
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* shadow. The default is 0.7
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*
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*
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* @param shadowIntensity the darkness of the shadow
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* @param shadowIntensity the darkness of the shadow
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*/
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*/
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@ -587,7 +608,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* returns true if the PssmRenderer flushed the shadow queues
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* Returns true if this shadow renderer flushes the shadow queues.
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*
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*
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* @return flushQueues
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* @return flushQueues
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*/
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*/
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@ -596,9 +617,9 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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/**
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* Set this to false if you want to use several PssmRederers to have
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* Set flushQueues to false if you have multiple shadow renderers, in order
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* multiple shadows cast by multiple light sources. Make sure the last
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* for multiple light sources to cast shadows. Make sure the last shadow
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* PssmRenderer in the stack DO flush the queues, but not the others
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* renderer in the stack DOES flush the queues, but not the others.
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*
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*
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* @param flushQueues
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* @param flushQueues
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*/
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*/
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@ -606,6 +627,11 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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this.flushQueues = flushQueues;
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this.flushQueues = flushQueues;
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}
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}
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/**
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* De-serialize this instance, for example when loading from a J3O file.
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*
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* @param im importer (not null)
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*/
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public void read(JmeImporter im) throws IOException {
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public void read(JmeImporter im) throws IOException {
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InputCapsule ic = (InputCapsule) im.getCapsule(this);
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InputCapsule ic = (InputCapsule) im.getCapsule(this);
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assetManager = im.getAssetManager();
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assetManager = im.getAssetManager();
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@ -621,6 +647,11 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
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}
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}
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/**
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* Serialize this instance, for example when saving to a J3O file.
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*
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* @param ex exporter (not null)
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*/
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public void write(JmeExporter ex) throws IOException {
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public void write(JmeExporter ex) throws IOException {
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OutputCapsule oc = (OutputCapsule) ex.getCapsule(this);
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OutputCapsule oc = (OutputCapsule) ex.getCapsule(this);
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oc.write(nbShadowMaps, "nbShadowMaps", 1);
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oc.write(nbShadowMaps, "nbShadowMaps", 1);
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