/** * Sets the light to use to cast shadows * * @param light a DirectionalLight */ public void setLight(DirectionalLight light) { shadowRenderer.setLight(light); }
public void setupLighting(){ boolean hdr = false; if (toneMapFilter != null){ hdr = toneMapFilter.isEnabled(); } DirectionalLight dl = new DirectionalLight(); if (dlsr != null) { dlsr.setLight(dl); } dl.setDirection(lightDir); if (hdr){ dl.setColor(new ColorRGBA(3, 3, 3, 1)); }else{ dl.setColor(new ColorRGBA(.9f, .9f, .9f, 1)); } rootNode.addLight(dl); dl = new DirectionalLight(); dl.setDirection(new Vector3f(1, 0, -1).normalizeLocal()); if (hdr){ dl.setColor(new ColorRGBA(1, 1, 1, 1)); }else{ dl.setColor(new ColorRGBA(.4f, .4f, .4f, 1)); } rootNode.addLight(dl); }
dlsr.setLight(l); dlsr.setLambda(0.55f); dlsr.setShadowIntensity(0.8f);
dlsr.setLight(dl); dl.setColor(new ColorRGBA(1.0f, 0.94f, 0.8f, 1f).multLocal(1.3f)); dl.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal());
DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, 512, 1); dlsr.setLight(light); dlsr.setShadowIntensity(0.4f); viewPort.addProcessor(dlsr);
sun_renderer.setLight(sun); viewPort.addProcessor(sun_renderer);
pssmRenderer.setLight(dl); pssmRenderer.setLambda(0.55f); pssmRenderer.setShadowIntensity(0.55f);
/** * Sets the light to use to cast shadows * * @param light a DirectionalLight */ public void setLight(DirectionalLight light) { shadowRenderer.setLight(light); }
dlsRenderer.setLight(dl1); dlsRenderer.setLambda(0.55f); dlsRenderer.setShadowIntensity(0.8f);
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); }