Schatten System verbessert und Schatten qualität einstellbar gemacht

This commit is contained in:
2026-07-19 15:00:40 +02:00
parent ad37720edd
commit 4328d66fe7
8 changed files with 588 additions and 23 deletions

View File

@@ -20,7 +20,8 @@ public class GraphicsScreen extends MenuScreen {
private static final int ROW_VSYNC = 2; private static final int ROW_VSYNC = 2;
private static final int ROW_AA = 3; private static final int ROW_AA = 3;
private static final int ROW_VIEWDIST = 4; private static final int ROW_VIEWDIST = 4;
private static final int ROW_COUNT = 5; private static final int ROW_SHADOW = 5;
private static final int ROW_COUNT = 6;
private final GraphicsSettings live; private final GraphicsSettings live;
private GraphicsSettings edit; private GraphicsSettings edit;
@@ -48,7 +49,8 @@ public class GraphicsScreen extends MenuScreen {
edit.fullscreen = live.fullscreen; edit.fullscreen = live.fullscreen;
edit.vsync = live.vsync; edit.vsync = live.vsync;
edit.samples = live.samples; edit.samples = live.samples;
edit.viewDistance = live.viewDistance; edit.viewDistance = live.viewDistance;
edit.shadowQuality = live.shadowQuality;
resIdx = 0; resIdx = 0;
for (int i = 0; i < RESOLUTIONS.length; i++) { for (int i = 0; i < RESOLUTIONS.length; i++) {
@@ -71,7 +73,8 @@ public class GraphicsScreen extends MenuScreen {
"menu.graphics.row.fullscreen", "menu.graphics.row.fullscreen",
"menu.graphics.row.vsync", "menu.graphics.row.vsync",
"menu.graphics.row.aa", "menu.graphics.row.aa",
"menu.graphics.row.viewdist" "menu.graphics.row.viewdist",
"menu.graphics.row.shadow"
}; };
float lblX = CONT_X + 30f; float lblX = CONT_X + 30f;
@@ -125,6 +128,11 @@ public class GraphicsScreen extends MenuScreen {
case NORMAL -> t("menu.graphics.val.viewdist.normal"); case NORMAL -> t("menu.graphics.val.viewdist.normal");
case FAR -> t("menu.graphics.val.viewdist.far"); case FAR -> t("menu.graphics.val.viewdist.far");
}; };
case ROW_SHADOW -> switch (edit.shadowQuality) {
case LOW -> t("menu.graphics.val.shadow.low");
case MEDIUM -> t("menu.graphics.val.shadow.medium");
case HIGH -> t("menu.graphics.val.shadow.high");
};
default -> ""; default -> "";
}; };
BitmapText vt = valTexts[row]; BitmapText vt = valTexts[row];
@@ -154,23 +162,30 @@ public class GraphicsScreen extends MenuScreen {
GraphicsSettings.ViewDistance[] vds = GraphicsSettings.ViewDistance.values(); GraphicsSettings.ViewDistance[] vds = GraphicsSettings.ViewDistance.values();
edit.viewDistance = vds[(edit.viewDistance.ordinal() + dir + vds.length) % vds.length]; edit.viewDistance = vds[(edit.viewDistance.ordinal() + dir + vds.length) % vds.length];
break; break;
case ROW_SHADOW:
GraphicsSettings.ShadowQuality[] sqs = GraphicsSettings.ShadowQuality.values();
edit.shadowQuality = sqs[(edit.shadowQuality.ordinal() + dir + sqs.length) % sqs.length];
break;
} }
refreshText(row); refreshText(row);
} }
private void applyAndSave() { private void applyAndSave() {
boolean needsRestart = live.width != edit.width boolean shadowChanged = live.shadowQuality != edit.shadowQuality;
|| live.height != edit.height boolean needsRestart = live.width != edit.width
|| live.fullscreen != edit.fullscreen || live.height != edit.height
|| live.vsync != edit.vsync || live.fullscreen != edit.fullscreen
|| live.samples != edit.samples; || live.vsync != edit.vsync
|| live.samples != edit.samples
|| shadowChanged;
live.width = edit.width; live.width = edit.width;
live.height = edit.height; live.height = edit.height;
live.fullscreen = edit.fullscreen; live.fullscreen = edit.fullscreen;
live.vsync = edit.vsync; live.vsync = edit.vsync;
live.samples = edit.samples; live.samples = edit.samples;
live.viewDistance = edit.viewDistance; live.viewDistance = edit.viewDistance;
live.shadowQuality = edit.shadowQuality;
GraphicsStore.save(live); GraphicsStore.save(live);
WeatherState ws = getApplication().getStateManager().getState(WeatherState.class); WeatherState ws = getApplication().getStateManager().getState(WeatherState.class);

View File

@@ -1,12 +1,42 @@
package de.blight.game.config; package de.blight.game.config;
public class GraphicsSettings { public class GraphicsSettings {
public int width = 1280; public int width = 1280;
public int height = 720; public int height = 720;
public boolean fullscreen = false; public boolean fullscreen = false;
public boolean vsync = false; public boolean vsync = false;
public int samples = 4; public int samples = 4;
public ViewDistance viewDistance = ViewDistance.NORMAL; public ViewDistance viewDistance = ViewDistance.NORMAL;
public ShadowQuality shadowQuality = ShadowQuality.MEDIUM;
/**
* Schattenqualitäts-Stufen.
* mapSize/splits sind Konstruktor-Parameter des Shadow-Filters → Neustart nötig.
* lambda/zExtend/zFade/backface können zur Laufzeit angepasst werden.
*/
public enum ShadowQuality {
// mapSize splits lambda zExtend zFade backface
LOW ( 1024, 2, 0.70f, 40f, 5f, false),
MEDIUM ( 2048, 3, 0.75f, 60f, 8f, true ),
HIGH ( 4096, 4, 0.80f, 80f, 10f, true );
public final int shadowMapSize;
public final int splits;
public final float lambda;
public final float zExtend;
public final float zFade;
public final boolean backface;
ShadowQuality(int shadowMapSize, int splits, float lambda,
float zExtend, float zFade, boolean backface) {
this.shadowMapSize = shadowMapSize;
this.splits = splits;
this.lambda = lambda;
this.zExtend = zExtend;
this.zFade = zFade;
this.backface = backface;
}
}
public enum ViewDistance { public enum ViewDistance {
SHORT (0.55f, 0, 2), SHORT (0.55f, 0, 2),

View File

@@ -535,6 +535,15 @@ public class WorldScene extends BaseAppState {
* Setzt Ambient=(1,1,1,1) auf allen Lighting.j3md-Materialien eines Modells, * Setzt Ambient=(1,1,1,1) auf allen Lighting.j3md-Materialien eines Modells,
* damit es den globalen AmbientLight korrekt empfängt (Blender-Export setzt Ambient oft auf schwarz). * damit es den globalen AmbientLight korrekt empfängt (Blender-Export setzt Ambient oft auf schwarz).
*/ */
private static void applyShadowModeRecursive(Spatial s, RenderQueue.ShadowMode mode) {
s.setShadowMode(mode);
if (s instanceof Node n) {
for (Spatial child : n.getChildren()) {
applyShadowModeRecursive(child, mode);
}
}
}
public static void applyFullAmbient(Spatial s) { public static void applyFullAmbient(Spatial s) {
if (s instanceof Geometry g) { if (s instanceof Geometry g) {
com.jme3.material.Material m = g.getMaterial(); com.jme3.material.Material m = g.getMaterial();
@@ -575,7 +584,7 @@ public class WorldScene extends BaseAppState {
try { try {
Spatial loaded = assetManager.loadModel(mc.getModelPath()); Spatial loaded = assetManager.loadModel(mc.getModelPath());
stripEmbeddedClips(loaded, mc.getModelPath()); stripEmbeddedClips(loaded, mc.getModelPath());
loaded.setShadowMode(RenderQueue.ShadowMode.CastAndReceive); applyShadowModeRecursive(loaded, RenderQueue.ShadowMode.CastAndReceive);
applyFullAmbient(loaded); applyFullAmbient(loaded);
collectPbrMaterials(loaded, characterPbrMaterials); collectPbrMaterials(loaded, characterPbrMaterials);
log.info("[WorldScene] {} PBR-Materialien im Charakter-Modell gefunden.", characterPbrMaterials.size()); log.info("[WorldScene] {} PBR-Materialien im Charakter-Modell gefunden.", characterPbrMaterials.size());
@@ -685,8 +694,15 @@ public class WorldScene extends BaseAppState {
// Licht, Ambient und Sky kommen von DayNightState (der wurde in initialize() attached). // Licht, Ambient und Sky kommen von DayNightState (der wurde in initialize() attached).
// Wir erstellen hier nur den Shadow-Filter und übergeben ihn an DayNightState, // Wir erstellen hier nur den Shadow-Filter und übergeben ihn an DayNightState,
// damit dieser Intensität und Lichtbindung dynamisch verwaltet. // damit dieser Intensität und Lichtbindung dynamisch verwaltet.
GraphicsSettings.ShadowQuality sq = graphicsSettings.shadowQuality;
DirectionalLightShadowFilter shadowFilter = DirectionalLightShadowFilter shadowFilter =
new DirectionalLightShadowFilter(assetManager, 2048, 3); new DirectionalLightShadowFilter(assetManager, sq.shadowMapSize, sq.splits);
shadowFilter.setEdgeFilteringMode(
sq == GraphicsSettings.ShadowQuality.LOW ? EdgeFilteringMode.PCF4 : EdgeFilteringMode.PCFPOISSON);
shadowFilter.setLambda(sq.lambda);
shadowFilter.setShadowZExtend(sq.zExtend);
shadowFilter.setShadowZFadeLength(sq.zFade);
shadowFilter.setRenderBackFacesShadows(sq.backface);
shadowFilter.setShadowIntensity(0.4f); shadowFilter.setShadowIntensity(0.4f);
shadowFilter.setEnabled(true); shadowFilter.setEnabled(true);
dayNight.setShadowFilter(shadowFilter); // bindet sun + übernimmt Intensitäts-Updates dayNight.setShadowFilter(shadowFilter); // bindet sun + übernimmt Intensitäts-Updates

View File

@@ -45,7 +45,7 @@ public class DayNightState extends BaseAppState implements TimeListener {
// ── Sonnenrichtungs-Drosselung ──────────────────────────────────────────── // ── Sonnenrichtungs-Drosselung ────────────────────────────────────────────
private static final float SUN_DIR_INTERVAL = 0.25f; private static final float SUN_DIR_INTERVAL = 2.0f;
private float sunDirTimer = SUN_DIR_INTERVAL; // sofort bereit beim ersten Aufruf private float sunDirTimer = SUN_DIR_INTERVAL; // sofort bereit beim ersten Aufruf
// ── Höhlen-Abdunkelung ──────────────────────────────────────────────────── // ── Höhlen-Abdunkelung ────────────────────────────────────────────────────

View File

@@ -54,6 +54,10 @@ menu.graphics.val.off=Aus
menu.graphics.val.viewdist.short=Kurz menu.graphics.val.viewdist.short=Kurz
menu.graphics.val.viewdist.normal=Normal menu.graphics.val.viewdist.normal=Normal
menu.graphics.val.viewdist.far=Weit menu.graphics.val.viewdist.far=Weit
menu.graphics.row.shadow=Schattenqualität
menu.graphics.val.shadow.low=Niedrig
menu.graphics.val.shadow.medium=Mittel
menu.graphics.val.shadow.high=Hoch
menu.graphics.btn.apply=Übernehmen menu.graphics.btn.apply=Übernehmen
menu.graphics.btn.cancel=Abbrechen menu.graphics.btn.cancel=Abbrechen

View File

@@ -57,6 +57,10 @@ menu.graphics.val.off=Off
menu.graphics.val.viewdist.short=Short menu.graphics.val.viewdist.short=Short
menu.graphics.val.viewdist.normal=Normal menu.graphics.val.viewdist.normal=Normal
menu.graphics.val.viewdist.far=Far menu.graphics.val.viewdist.far=Far
menu.graphics.row.shadow=Shadow Quality
menu.graphics.val.shadow.low=Low
menu.graphics.val.shadow.medium=Medium
menu.graphics.val.shadow.high=High
menu.graphics.btn.apply=Apply menu.graphics.btn.apply=Apply
menu.graphics.btn.cancel=Cancel menu.graphics.btn.cancel=Cancel

View File

@@ -0,0 +1,339 @@
/*
* Copyright (c) 2009-2025 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.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.Matrix4f;
import com.jme3.math.Vector4f;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.texture.FrameBuffer;
import com.jme3.util.TempVars;
import com.jme3.util.clone.Cloner;
import com.jme3.util.clone.JmeCloneable;
/**
* Generic abstract filter that holds common implementations for the different
* shadow filters
*
* @author Rémy Bouquet aka Nehon
*/
public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> extends Filter implements JmeCloneable {
protected T shadowRenderer;
protected ViewPort viewPort;
private final Vector4f tempVec4 = new Vector4f();
private final Matrix4f tempMat4 = new Matrix4f();
/**
* For serialization only. Do not use.
*/
protected AbstractShadowFilter() {
}
/**
* Creates an AbstractShadowFilter. Subclasses invoke this constructor.
*
* @param assetManager The application's asset manager.
* @param shadowMapSize The size of the rendered shadow maps (e.g., 512, 1024, 2048).
* @param shadowRenderer The shadowRenderer to use for this Filter
*/
protected AbstractShadowFilter(AssetManager assetManager, int shadowMapSize, T shadowRenderer) {
super("Post Shadow");
this.shadowRenderer = shadowRenderer;
// this is legacy setting for shadows with backface shadows
this.shadowRenderer.setRenderBackFacesShadows(true);
}
@Override
protected Material getMaterial() {
return material;
}
@Override
protected boolean isRequiresDepthTexture() {
return true;
}
/**
* @deprecated Use {@link #getMaterial()} instead.
* @return The Material used by this filter.
*/
@Deprecated
public Material getShadowMaterial() {
return material;
}
@Override
protected void preFrame(float tpf) {
shadowRenderer.preFrame(tpf);
Matrix4f m = viewPort.getCamera().getViewProjectionMatrix();
material.setMatrix4("ViewProjectionMatrixInverse", tempMat4.set(m).invertLocal());
material.setVector4("ViewProjectionMatrixRow2", tempVec4.set(m.m20, m.m21, m.m22, m.m23));
}
@Override
protected void postQueue(RenderQueue queue) {
shadowRenderer.postQueue(queue);
if (shadowRenderer.skipPostPass) {
// removing the shadow map so that the post pass is skipped
material.setTexture("ShadowMap0", null);
}
}
@Override
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
if (!shadowRenderer.skipPostPass) {
shadowRenderer.setPostShadowParams();
}
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
shadowRenderer.needsfallBackMaterial = true;
material = new Material(manager, "Common/MatDefs/Shadow/PostShadowFilter.j3md");
shadowRenderer.setPostShadowMaterial(material);
shadowRenderer.initialize(renderManager, vp);
this.viewPort = vp;
}
/**
* How far the shadows are rendered in the view
*
* @return shadowZExtend
* @see #setShadowZExtend(float zFar)
*/
public float getShadowZExtend() {
return shadowRenderer.getShadowZExtend();
}
/**
* Set the distance from the eye where the shadows will be rendered default
* value is dynamically computed to the shadow casters/receivers union bound
* zFar, capped to view frustum far value.
*
* @param zFar the zFar values that override the computed one
*/
public void setShadowZExtend(float zFar) {
shadowRenderer.setShadowZExtend(zFar);
}
/**
* Define the length over which the shadow will fade out when using a
* shadowZextend
*
* @param length the fade length in world units
*/
public void setShadowZFadeLength(float length) {
shadowRenderer.setShadowZFadeLength(length);
}
/**
* get the length over which the shadow will fade out when using a
* shadowZextend
*
* @return the fade length in world units
*/
public float getShadowZFadeLength() {
return shadowRenderer.getShadowZFadeLength();
}
/**
* returns the shadow intensity
*
* @see #setShadowIntensity(float shadowIntensity)
* @return shadowIntensity
*/
public float getShadowIntensity() {
return shadowRenderer.getShadowIntensity();
}
/**
* Set the shadowIntensity, the value should be between 0 and 1, a 0 value
* gives a bright and invisible shadow, a 1 value gives a pitch black
* shadow, default is 0.7
*
* @param shadowIntensity the darkness of the shadow
*/
final public void setShadowIntensity(float shadowIntensity) {
shadowRenderer.setShadowIntensity(shadowIntensity);
}
/**
* returns the edges thickness <br>
*
* @see #setEdgesThickness(int edgesThickness)
* @return edgesThickness
*/
public int getEdgesThickness() {
return shadowRenderer.getEdgesThickness();
}
/**
* Sets the shadow edges thickness. Default is 10. Setting it to lower values
* can help reduce the jagged effect of shadow edges.
*
* @param edgesThickness the desired thickness (in tenths of a pixel, default=10)
*/
public void setEdgesThickness(int edgesThickness) {
shadowRenderer.setEdgesThickness(edgesThickness);
}
/**
* isFlushQueues does nothing and is kept only for backward compatibility
*
* @return false
*/
@Deprecated
public boolean isFlushQueues() {
return shadowRenderer.isFlushQueues();
}
/**
* sets the shadow compare mode see {@link CompareMode} for more info
*
* @param compareMode the desired mode
*/
final public void setShadowCompareMode(CompareMode compareMode) {
shadowRenderer.setShadowCompareMode(compareMode);
}
/**
* returns the shadow compare mode
*
* @see CompareMode
* @return the shadowCompareMode
*/
public CompareMode getShadowCompareMode() {
return shadowRenderer.getShadowCompareMode();
}
/**
* Sets the filtering mode for shadow edges see {@link EdgeFilteringMode}
* for more info
*
* @param filterMode the desired mode
*/
final public void setEdgeFilteringMode(EdgeFilteringMode filterMode) {
shadowRenderer.setEdgeFilteringMode(filterMode);
}
/**
*
* !! WARNING !! this parameter is defaulted to true for the ShadowFilter.
* Setting it to true, may produce edges artifacts on shadows.
*
* Set to true if you want back faces shadows on geometries.
* Note that back faces shadows will be blended over dark lighten areas and may produce overly dark lighting.
*
* Setting this parameter will override this parameter for ALL materials in the scene.
* This also will automatically adjust the faceCullMode and the PolyOffset of the pre shadow pass.
* You can modify them by using {@link #getPreShadowForcedRenderState()}
*
* If you want to set it differently for each material in the scene you have to use the ShadowRenderer instead
* of the shadow filter.
*
* @param renderBackFacesShadows true or false.
*/
public void setRenderBackFacesShadows(boolean renderBackFacesShadows) {
shadowRenderer.setRenderBackFacesShadows(renderBackFacesShadows);
}
/**
* if this filter renders back faces shadows
* @return true if this filter renders back faces shadows
*/
public boolean isRenderBackFacesShadows() {
return shadowRenderer.isRenderBackFacesShadows();
}
/**
* returns the pre shadows pass render state.
* use it to adjust the RenderState parameters of the pre shadow pass.
* Note that this will be overridden if the preShadow technique in the material has a ForcedRenderState
* @return the pre shadow render state.
*/
public RenderState getPreShadowForcedRenderState() {
return shadowRenderer.getPreShadowForcedRenderState();
}
/**
* returns the edge filtering mode
*
* @see EdgeFilteringMode
* @return the enum value
*/
public EdgeFilteringMode getEdgeFilteringMode() {
return shadowRenderer.getEdgeFilteringMode();
}
/**
* Read the number of shadow maps rendered by this filter.
*
* @return count
*/
public int getNumShadowMaps() {
return shadowRenderer.getNumShadowMaps();
}
/**
* Read the size of each shadow map rendered by this filter.
*
* @return a map's height (which is also its width, in pixels)
*/
public int getShadowMapSize() {
return shadowRenderer.getShadowMapSize();
}
@Override
@SuppressWarnings("unchecked")
public AbstractShadowFilter<T> jmeClone() {
try {
return (AbstractShadowFilter<T>) super.clone();
} catch (final CloneNotSupportedException e) {
throw new RuntimeException(e);
}
}
@Override
public void cloneFields(final Cloner cloner, final Object original) {
material = cloner.clone(material);
shadowRenderer = cloner.clone(shadowRenderer);
shadowRenderer.setPostShadowMaterial(material);
}
}

View File

@@ -0,0 +1,157 @@
/*
* Copyright (c) 2009-2024 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.light.DirectionalLight;
import java.io.IOException;
/**
* This Filter does basically the same as a DirectionalLightShadowRenderer
* except it renders the post shadow pass as a fullscreen quad pass instead of a
* geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
* more than about ten shadow receiving objects. The expense is the drawback
* that the shadow Receive mode set on spatial is ignored. So basically all and
* only objects that render depth in the scene receive shadows.
*
* API is basically the same as the PssmShadowRenderer.
*
* @author Rémy Bouquet aka Nehon
*/
public class DirectionalLightShadowFilter extends AbstractShadowFilter<DirectionalLightShadowRenderer> {
/**
* For serialization only. Do not use.
*
* @see #DirectionalLightShadowFilter(AssetManager assetManager, int shadowMapSize, int nbSplits)
*/
public DirectionalLightShadowFilter() {
super();
}
/**
* Creates a DirectionalLightShadowFilter.
*
* @param assetManager the application's asset manager
* @param shadowMapSize the size of the rendered shadow maps (512, 1024, 2048, etc...)
* @param nbSplits the number of shadow maps rendered (more shadow maps = better quality, but slower)
*
* @throws IllegalArgumentException if the provided 'nbSplits' is not within the valid range of 1 to 4.
*/
public DirectionalLightShadowFilter(AssetManager assetManager, int shadowMapSize, int nbSplits) {
super(assetManager, shadowMapSize, new DirectionalLightShadowRenderer(assetManager, shadowMapSize, nbSplits));
}
/**
* Returns the light used to cast shadows.
*
* @return the DirectionalLight
*/
public DirectionalLight getLight() {
return shadowRenderer.getLight();
}
/**
* Sets the light to use to cast shadows.
*
* @param light a DirectionalLight
*/
public void setLight(DirectionalLight light) {
shadowRenderer.setLight(light);
}
/**
* Returns the lambda parameter.
*
* @see #setLambda(float lambda)
* @return lambda
*/
public float getLambda() {
return shadowRenderer.getLambda();
}
/**
* Adjusts the partition of the shadow extend into shadow maps. Lambda is
* usually between 0 and 1.
* <p>
* A low value gives a more linear partition, resulting in consistent shadow
* quality over the extend, but near shadows could look very jagged. A high
* value gives a more logarithmic partition, resulting in high quality for near
* shadows, but quality decreases rapidly with distance.
* <p>
* The default value is 0.65 (the theoretical optimum).
*
* @param lambda the lambda value
*/
public void setLambda(float lambda) {
shadowRenderer.setLambda(lambda);
}
/**
* Returns true if stabilization is enabled.
*
* @return true if stabilization is enabled
*/
public boolean isEnabledStabilization() {
return shadowRenderer.isEnabledStabilization();
}
/**
* Enables the stabilization of the shadow's edges. (default is true)
* This prevents shadow edges from flickering when the camera moves.
* However, it can lead to some loss of shadow quality in particular scenes.
*
* @param stabilize true to stabilize, false to disable stabilization
*/
public void setEnabledStabilization(boolean stabilize) {
shadowRenderer.setEnabledStabilization(stabilize);
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(shadowRenderer, "shadowRenderer", null);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
shadowRenderer = (DirectionalLightShadowRenderer) ic.readSavable("shadowRenderer", null);
}
}