public void postFrame(FrameBuffer out) { if (!noOccluders) { postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix()); renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true); renderManager.setForcedMaterial(null); } }
protected void renderShadowMap(int shadowMapIndex) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedRenderState(forcedRenderState); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); renderManager.setForcedRenderState(null); } boolean debugfrustums = false;
protected void renderShadowMap(int shadowMapIndex) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedRenderState(forcedRenderState); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); renderManager.setForcedRenderState(null); } boolean debugfrustums = false;
public void postFrame(FrameBuffer out) { if (debug) { displayShadowMap(renderManager.getRenderer()); } if (!noOccluders) { //setting params to receiving geometry list setMatParams(); Camera cam = viewPort.getCamera(); //some materials in the scene does not have a post shadow technique so we're using the fall back material if (needsfallBackMaterial) { renderManager.setForcedMaterial(postshadowMat); } //forcing the post shadow technique and render state renderManager.setForcedTechnique(postTechniqueName); //rendering the post shadow pass viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true); //resetting renderManager settings renderManager.setForcedTechnique(null); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } }
viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true); r.setFrameBuffer(viewPort.getOutputFrameBuffer());
public void postFrame(FrameBuffer out) { if (!noOccluders) { postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix()); renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true); renderManager.setForcedMaterial(null); } }
public void postFrame(FrameBuffer out) { if (!noOccluders) { postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix()); renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true); renderManager.setForcedMaterial(null); } }
public void postFrame(FrameBuffer out) { Camera cam = viewPort.getCamera(); if (!noOccluders) { postshadowMat.setColor("Splits", splits); for (int i = 0; i < nbSplits; i++) { postshadowMat.setMatrix4("LightViewProjectionMatrix" + i, lightViewProjectionsMatrices[i]); } renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } if (debug) { displayShadowMap(renderManager.getRenderer()); } }
protected void renderShadowMap(int shadowMapIndex) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedRenderState(forcedRenderState); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); renderManager.setForcedRenderState(null); } boolean debugfrustums = false;
public void postFrame(FrameBuffer out) { if (debug) { displayShadowMap(renderManager.getRenderer()); } if (!noOccluders) { //setting params to receiving geometry list setMatParams(); Camera cam = viewPort.getCamera(); //some materials in the scene does not have a post shadow technique so we're using the fall back material if (needsfallBackMaterial) { renderManager.setForcedMaterial(postshadowMat); } //forcing the post shadow technique and render state renderManager.setForcedTechnique(postTechniqueName); //rendering the post shadow pass viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true); //resetting renderManager settings renderManager.setForcedTechnique(null); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } }
viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true); r.setFrameBuffer(viewPort.getOutputFrameBuffer());
viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true); r.setFrameBuffer(viewPort.getOutputFrameBuffer());
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);