/* * Copyright (c) 2009-2012 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; /** * <code>ShadowEdgeFiltering</code> specifies how shadows are filtered */ public enum EdgeFilteringMode { /** * Shadows are not filtered. Nearest sample is used, causing in blocky * shadows. */ Nearest(10), /** * Bilinear filtering is used. Has the potential of being hardware * accelerated on some GPUs */ Bilinear(1), /** * Dither-based sampling is used, very cheap but can look bad at low * resolutions. */ Dither(2), /** * 4x4 percentage-closer filtering is used. Shadows will be smoother at the * cost of performance */ PCF4(3), /** * 12 samples percentage-closer filtering with a POISON disc distribution * is used. * http://devmag.org.za/2009/05/03/poisson-disk-sampling/ * The principle is to eliminate the regular blurring pattern that can be * seen with pcf4x4 by randomizing the samble position with a poisson disc. * Shadows will look smoother than 4x4 PCF but with slightly better or * similar performance. */ PCFPOISSON(4), /** * 8x8 percentage-closer filtering is used. Shadows will be smoother at the * cost of performance */ PCF8(5); int materialParamValue; private EdgeFilteringMode(int val) { materialParamValue = val; } public int getMaterialParamValue() { return materialParamValue; } }