A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRen...

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/*
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.shadow;
import com.jme3.asset.AssetManager;
import com.jme3.shadow.DirectionalLightShadowRenderer;
/**
* DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
* technique (pssm)<br> It splits the view frustum in several parts and compute
* a shadow map for each one.<br> splits are distributed so that the closer they
* are from the camera, the smaller they are to maximize the resolution used of
* the shadow map.<br> This results in a better quality shadow than standard
* shadow mapping.<br> for more informations on this read this <a
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>
* @author Rémy Bouquet aka Nehon
*/
public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer {
/**
* Create a OculusDirectionalLightShadowRenderer 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>
*
* @param assetManager the application asset manager
* @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,
* etc...)
* @param nbSplits the number of shadow maps rendered (the more shadow maps
* the more quality, the less fps).
*/
public VRDirectionalLightShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbSplits) {
super(assetManager, shadowMapSize, nbSplits);
}
@Override
public VRDirectionalLightShadowRenderer clone() {
VRDirectionalLightShadowRenderer clone = new VRDirectionalLightShadowRenderer(assetManager, (int)shadowMapSize, nbShadowMaps);
clone.setEdgeFilteringMode(getEdgeFilteringMode());
clone.setEdgesThickness(getEdgesThickness());
clone.setEnabledStabilization(isEnabledStabilization());
clone.setLambda(getLambda());
clone.setLight(getLight());
clone.setShadowCompareMode(getShadowCompareMode());
clone.setShadowIntensity(getShadowIntensity());
clone.setShadowZExtend(getShadowZExtend());
clone.setShadowZFadeLength(getShadowZFadeLength());
return clone;
}
}