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