Class LightPointShadowMapRendererCubeMap
Renders omnidirectional shadow maps using a simulated cubemap inside of the shadow map atlas
public class LightPointShadowMapRendererCubeMap : LightShadowMapRendererBase, ILightShadowMapRenderer, ILightShadowRenderer- Inheritance
- 
      objectLightPointShadowMapRendererCubeMap
- Implements
- Inherited Members
Constructors
LightPointShadowMapRendererCubeMap()
public LightPointShadowMapRendererCubeMap()Fields
BorderPixels
public const int BorderPixels = 8Field 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
- contextRenderContext
- sourceViewRenderView
- lightShadowMapLightShadowMapTexture
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
- renderViewRenderView
- renderLightRenderLight
- lightIDirectLight
- shadowMapSizeint
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.