/** * Creates a DirectionalLightShadowFilter Shadow Filter 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 DirectionalLightShadowFilter(AssetManager assetManager, int shadowMapSize, int nbSplits) { super(assetManager, shadowMapSize, new DirectionalLightShadowRenderer(assetManager, shadowMapSize, nbSplits)); }
public void setupBasicShadow(){ if (renderer.getCaps().contains(Caps.GLSL100)){ dlsr = new DirectionalLightShadowRenderer(assetManager, 1024, 1); viewPort.addProcessor(dlsr); } }
dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 3); dlsr.setLight(l); dlsr.setLambda(0.55f);
= new DirectionalLightShadowRenderer(assetManager, 512, 1); dlsr.setLight(light); dlsr.setShadowIntensity(0.4f);
= new DirectionalLightShadowRenderer(assetManager, 2048, 3); dlsr.setLambda(0.55f); dlsr.setShadowIntensity(0.6f);
DirectionalLightShadowRenderer sun_renderer = new DirectionalLightShadowRenderer(assetManager, 2048, 1); sun_renderer.setLight(sun); viewPort.addProcessor(sun_renderer);
final DirectionalLightShadowRenderer pssmRenderer = new DirectionalLightShadowRenderer(assetManager, 1024, 4); viewPort.addProcessor(pssmRenderer);
/** * Creates a DirectionalLightShadowFilter Shadow Filter 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 DirectionalLightShadowFilter(AssetManager assetManager, int shadowMapSize, int nbSplits) { super(assetManager, shadowMapSize, new DirectionalLightShadowRenderer(assetManager, shadowMapSize, nbSplits)); }
ball.setLocalTranslation(-1.0f, 1.5f, 1.0f); final DirectionalLightShadowRenderer dlsRenderer = new DirectionalLightShadowRenderer(assetManager, 1024, 1); dlsRenderer.setLight(dl1); dlsRenderer.setLambda(0.55f);
directionalLight.setColor(ColorRGBA.Blue); directionalLight.setDirection(new Vector3f(-1f, -.2f, 0f)); dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE*2, 4); dlsr.setLight(directionalLight); dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);
private void setupShadows(ViewPort viewPort) { DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, 4096, 2); dlsr.setLight(primaryLight); dlsr.setLambda(0.8f); dlsr.setShadowIntensity(0.2f); dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4); viewPort.addProcessor(dlsr); }
private void setupShadows(ViewPort viewPort) { DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, 4096, 2); dlsr.setLight(primaryLight); dlsr.setLambda(0.8f); dlsr.setShadowIntensity(0.2f); dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4); viewPort.addProcessor(dlsr); }
private void setupLighting() { // To make shadows, sun dl = new DirectionalLight(); dl.setDirection(lightDir); dl.setColor(ColorRGBA.White); rootNode.addLight(dl); // Add ambient light AmbientLight al = new AmbientLight(); al.setColor(ColorRGBA.White.multLocal(0.4f)); rootNode.addLight(al); /* Drop shadows */ final int SHADOWMAP_SIZE = 1024; DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(getAssetManager(), SHADOWMAP_SIZE, 3); dlsr.setLight(dl); dlsr.setLambda(0.55f); dlsr.setShadowIntensity(0.6f); dlsr.setEdgeFilteringMode(EdgeFilteringMode.PCF8); getViewPort().addProcessor(dlsr); }