diff options
Diffstat (limited to 'ardor3d-effects')
-rw-r--r-- | ardor3d-effects/src/main/java/com/ardor3d/extension/shadow/map/ParallelSplitShadowMapPass.java | 33 |
1 files changed, 22 insertions, 11 deletions
diff --git a/ardor3d-effects/src/main/java/com/ardor3d/extension/shadow/map/ParallelSplitShadowMapPass.java b/ardor3d-effects/src/main/java/com/ardor3d/extension/shadow/map/ParallelSplitShadowMapPass.java index 4c6a122..8205049 100644 --- a/ardor3d-effects/src/main/java/com/ardor3d/extension/shadow/map/ParallelSplitShadowMapPass.java +++ b/ardor3d-effects/src/main/java/com/ardor3d/extension/shadow/map/ParallelSplitShadowMapPass.java @@ -168,7 +168,7 @@ public class ParallelSplitShadowMapPass extends Pass { /** Shadow color and transparency. */ private final ColorRGBA _shadowColor = new ColorRGBA(0.0f, 0.0f, 0.0f, 0.5f); - /** Light -> Camera transformation matrix. */ + /** Light to Camera transformation matrix. */ private final Matrix4 _shadowMatrix = new Matrix4(); /** Bounding of scene for packing frustum. */ @@ -237,10 +237,12 @@ public class ParallelSplitShadowMapPass extends Pass { /** * Create a pssm shadow map pass casting shadows from a light with the direction given. * + * @param light + * the directional light * @param shadowMapSize * The size of the shadow map texture * @param numOfSplits - * the num of splits + * the number of splits */ public ParallelSplitShadowMapPass(final Light light, final int shadowMapSize, final int numOfSplits) { _light = light; @@ -291,7 +293,7 @@ public class ParallelSplitShadowMapPass extends Pass { * Initialize the pass render states. * * @param r - * the r + * the renderer */ public void init(final Renderer r) { if (_initialised) { @@ -487,8 +489,8 @@ public class ParallelSplitShadowMapPass extends Pass { calculateOptimalLightFrustum(_pssmCam._corners, _pssmCam._center); if (_drawDebug) { - boundingSphere - .setData(frustumBoundingSphere.getCenter(), 10, 10, frustumBoundingSphere.getRadius()); + boundingSphere.setData(frustumBoundingSphere.getCenter(), 10, 10, + frustumBoundingSphere.getRadius()); boundingSphere.draw(r); } } else if (_light instanceof PointLight) { @@ -497,8 +499,8 @@ public class ParallelSplitShadowMapPass extends Pass { // Debug draw light frustum for current split if (_drawDebug) { - drawFrustum(r, _shadowMapRenderer.getCamera(), new ColorRGBA(1, 1, (iSplit + 1) / (float) _numOfSplits, - 1), (short) 0xFFFF, true); + drawFrustum(r, _shadowMapRenderer.getCamera(), + new ColorRGBA(1, 1, (iSplit + 1) / (float) _numOfSplits, 1), (short) 0xFFFF, true); } // Render shadowmap from light view for current split @@ -559,7 +561,7 @@ public class ParallelSplitShadowMapPass extends Pass { * * @param frustumCorners * the frustum corners - * @param center + * @param centerFrustum * the center */ private void calculateOptimalLightFrustum(final Vector3[] frustumCorners, final ReadOnlyVector3 centerFrustum) { @@ -628,7 +630,9 @@ public class ParallelSplitShadowMapPass extends Pass { * maps... * * @param frustumCorners + * the frustum corners * @param center + * the center */ private void calculateOptimalLightFrustumOld(final Vector3[] frustumCorners, final ReadOnlyVector3 center) { final Camera shadowCam = _shadowMapRenderer.getCamera(); @@ -792,6 +796,8 @@ public class ParallelSplitShadowMapPass extends Pass { * * @param index * shadow map texture index to update + * @param r + * the renderer */ private void updateShadowMap(final int index, final Renderer r) { @@ -827,8 +833,8 @@ public class ParallelSplitShadowMapPass extends Pass { // Create a matrix going from light to camera space final Camera cam = ContextManager.getCurrentContext().getCurrentCamera(); _shadowMatrix.set(cam.getModelViewMatrix()).invertLocal(); - _shadowMatrix.multiplyLocal(_shadowMapRenderer.getCamera().getModelViewProjectionMatrix()).multiplyLocal( - SCALE_BIAS_MATRIX); + _shadowMatrix.multiplyLocal(_shadowMapRenderer.getCamera().getModelViewProjectionMatrix()) + .multiplyLocal(SCALE_BIAS_MATRIX); _shadowMapTexture[index].setTextureMatrix(_shadowMatrix); } @@ -901,7 +907,8 @@ public class ParallelSplitShadowMapPass extends Pass { * Checks if a bounding volume is valid. * * @param volume - * @return + * the bounding volume + * @return <code>true</code> if this bounding volume is valid */ private boolean boundIsValid(final BoundingVolume volume) { if (!Vector3.isValid(volume.getCenter())) { @@ -1244,6 +1251,8 @@ public class ParallelSplitShadowMapPass extends Pass { * the cam * @param color * the color + * @param pattern + * the pattern * @param drawOriginConnector * whether or not to draw a connector */ @@ -1265,6 +1274,8 @@ public class ParallelSplitShadowMapPass extends Pass { * the f far * @param color * the color + * @param pattern + * the pattern * @param drawOriginConnector * whether or not to draw a connector */ |