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/*
 * Copyright (c) 2009-2021 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
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 * 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)
It splits the view frustum in several parts and compute * a shadow map for each one.
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.
This results in a better quality shadow than standard * shadow mapping.
for more information on this read http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
* * @author Rémy Bouquet aka Nehon * @deprecated The jme3-vr module is deprecated and will be removed in a future version (as it only supports OpenVR). * For new Virtual Reality projects, use user libraries that provide OpenXR support. * See Virtual Reality JME wiki section * for more information. */ @Deprecated public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer { /** * Create an OculusDirectionalLightShadowRenderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html * * @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 (More shadow maps * result in higher quality, fewer 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; } }




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