Class LightPointShadowMapRendererParaboloid
Renders omnidirectional shadow maps using paraboloid shadow maps
public class LightPointShadowMapRendererParaboloid : LightShadowMapRendererBase, ILightShadowMapRenderer, ILightShadowRenderer
- Inheritance
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LightPointShadowMapRendererParaboloid
- Implements
- Inherited Members
Constructors
LightPointShadowMapRendererParaboloid()
public LightPointShadowMapRendererParaboloid()
Fields
shadowMaps
protected PoolListStruct<LightPointShadowMapRendererParaboloid.ShadowMapTexture> shadowMaps
Field Value
Methods
ApplyViewParameters(RenderDrawContext, ParameterCollection, LightShadowMapTexture)
public override void ApplyViewParameters(RenderDrawContext context, ParameterCollection parameters, LightShadowMapTexture shadowMapTexture)
Parameters
contextRenderDrawContextparametersParameterCollectionshadowMapTextureLightShadowMapTexture
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.