@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders); } return shadowMapOccluders; }
@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders); } return shadowMapOccluders; }
@Override protected void getReceivers(GeometryList lightReceivers) { if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } }
@Override protected void getReceivers(GeometryList lightReceivers) { if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } }
@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); //Updating shadow cam with current split frusta if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0); return shadowMapOccluders; }
@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); //Updating shadow cam with current split frusta if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0); return shadowMapOccluders; }
public void postQueue(RenderQueue rq) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
@SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, shadowCam, RenderQueue.ShadowMode.Cast, shadowMapOccluders); } return shadowMapOccluders; }
@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, shadowCams[shadowMapIndex], RenderQueue.ShadowMode.Cast, shadowMapOccluders); } return shadowMapOccluders; }
@Override protected void getReceivers(GeometryList lightReceivers) { if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } }
@Override protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { // update frustum points based on current camera and split ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); //Updating shadow cam with current split frusta if (lightReceivers.size()==0) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers); } } ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowMapOccluders, stabilize?shadowMapSize:0); return shadowMapOccluders; }
public void postQueue(RenderQueue rq) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
@SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { for (Spatial scene : viewPort.getScenes()) { ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);