/* * 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; import com.jme3.asset.AssetManager; import com.jme3.shadow.DirectionalLightShadowRenderer; /** * DirectionalLightShadowRenderer renderer use Parrallel 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 result 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; } }