AO hinzugefügt
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@@ -17,10 +17,10 @@ public class GraphicsSettings {
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* lambda/zExtend/zFade/backface können zur Laufzeit angepasst werden.
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*/
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public enum ShadowQuality {
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// mapSize splits lambda zExtend zFade backface
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LOW ( 1024, 2, 0.70f, 40f, 5f, false),
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MEDIUM ( 2048, 3, 0.75f, 60f, 8f, true ),
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HIGH ( 4096, 4, 0.80f, 80f, 10f, true );
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// mapSize splits lambda zExtend zFade backface ssaoR ssaoI
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LOW ( 1024, 2, 0.70f, 40f, 5f, false, 0f, 0f ),
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MEDIUM ( 2048, 3, 0.75f, 60f, 8f, true, 1.0f, 1.5f),
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HIGH ( 4096, 4, 0.80f, 80f, 10f, true, 1.5f, 2.5f);
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public final int shadowMapSize;
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public final int splits;
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@@ -28,15 +28,20 @@ public class GraphicsSettings {
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public final float zExtend;
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public final float zFade;
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public final boolean backface;
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public final float ssaoRadius;
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public final float ssaoIntensity;
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ShadowQuality(int shadowMapSize, int splits, float lambda,
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float zExtend, float zFade, boolean backface) {
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float zExtend, float zFade, boolean backface,
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float ssaoRadius, float ssaoIntensity) {
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this.shadowMapSize = shadowMapSize;
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this.splits = splits;
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this.lambda = lambda;
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this.zExtend = zExtend;
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this.zFade = zFade;
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this.backface = backface;
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this.ssaoRadius = ssaoRadius;
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this.ssaoIntensity = ssaoIntensity;
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}
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}
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@@ -736,6 +736,15 @@ public class WorldScene extends BaseAppState {
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// Schatten als Filter – vermeidet das Setzen von ShadowMap-Texturen in Scene-Materialien
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fpp.addFilter(shadowFilter);
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// SSAO – Stärke und Radius abhängig von Schattenqualität (LOW = kein SSAO)
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if (graphicsSettings.shadowQuality.ssaoRadius > 0f) {
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com.jme3.post.ssao.SSAOFilter ssao = new com.jme3.post.ssao.SSAOFilter(
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graphicsSettings.shadowQuality.ssaoRadius,
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graphicsSettings.shadowQuality.ssaoIntensity,
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0.2f, 0.05f);
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ssao.setApproximateNormals(true);
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fpp.addFilter(ssao);
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}
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// Globales Wasser bei Y=0 (bedeckt die gesamte Karte unterhalb der Wasserlinie)
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try {
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