This VREnvironment is independent from the JMonkey stuff and enables to
check and initialize VR specific capabilities before initializing
VRAppState.
The procedure is now to initialize a VR environment and, if the
initialization is ok, to attach a VRAppstate to the main application.
Some class has been refactored:
- System classes are within the com.jme3.system package
- VR related utility classes are in the package com.jme3.util.
- Basic and PSSM shadow renderer are now deprecated
- There is now one processor and its filter conterpart for each light type
- created an abstract shadow processor that hold the common shadowing code. It's totally independent of the shadow technique used.
- extracted the CompareMode and FilterMode enum to their own files.
- renamed FilterMode enum to EdgeFilteringMode
- refactored the shader code, to avoid duplicate code. all shadow related code is now gathered into Shadows.glsllib and Shadows15.glsllib.
- added spot light Shadows
- removed the ShadowCamera class as it was not used.
- removed "pssm" in the naming of classes, shader and shader libs since it's not relevant anymore
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9971 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Made a PointlLightShadowRenderer and a PointLightShadowFilter.
- This will need a lot of refactoring as a lot of code is duplicated with the PSSMShadowRenderer
- Also i plan to change the Shadow map rendering to a cubemap instead of 6 separate textures.
Added a cornell box model and a test case
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9942 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- re introduced the alphaDiscardThreshold as explained in prvious commit. It's not binded to the AlphaTestFallOff fixedfunc binding
- Added a small poly offset to post shadow technique, this greatly help in fixing shadow acne.
- Added Poisson disc sampling PCF Filtering for shadows
- Properly passed the shadow map size as a define in the shaders and remove the hardcoded value
- Pssm15 don't use the textureSize function anymore and use the same shadow map size define ( this increased performance quite a bit)
- Optimized the shaders code a bit
- Better PSSM test
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9750 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This allow to have shadows that fully works with partially transparent objects (like trees).
If a material does not have the postShadow technique, the renderer uses the fallback material (like before).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9279 75d07b2b-3a1a-0410-a2c5-0572b91ccdca