Class LightPointShadowMapRendererCubeMap
Renders omnidirectional shadow maps using a simulated cubemap inside of the shadow map atlas
public class LightPointShadowMapRendererCubeMap : LightShadowMapRendererBase, ILightShadowMapRenderer, ILightShadowRenderer
- Inheritance
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LightPointShadowMapRendererCubeMap
- Implements
- Inherited Members
Constructors
LightPointShadowMapRendererCubeMap()
public LightPointShadowMapRendererCubeMap()
Fields
BorderPixels
public const int BorderPixels = 8
Field Value
Methods
CanRenderLight(IDirectLight)
Test if this renderer can render this kind of light
public override bool CanRenderLight(IDirectLight light)
Parameters
lightIDirectLight
Returns
Collect(RenderContext, RenderView, LightShadowMapTexture)
public override void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap)
Parameters
contextRenderContextsourceViewRenderViewlightShadowMapLightShadowMapTexture
CreateShaderGroupData(LightShadowType)
public override ILightShadowMapShaderGroupData CreateShaderGroupData(LightShadowType shadowType)
Parameters
shadowTypeLightShadowType
Returns
CreateShadowMapTexture(RenderView, RenderLight, IDirectLight, int)
public override LightShadowMapTexture CreateShadowMapTexture(RenderView renderView, RenderLight renderLight, IDirectLight light, int shadowMapSize)
Parameters
renderViewRenderViewrenderLightRenderLightlightIDirectLightshadowMapSizeint
Returns
Reset(RenderContext)
Reset the state of this instance before calling Render method multiple times for different shadow map textures. See remarks.
public override void Reset(RenderContext context)
Parameters
contextRenderContext
Remarks
This method allows the implementation to prepare some internal states before being rendered.