@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
36 lines (33 loc) • 1.16 kB
JavaScript
import { RenderPass } from '../../platform/graphics/render-pass.js';
import { SHADOWUPDATE_NONE, SHADOWUPDATE_THISFRAME } from '../constants.js';
class RenderPassShadowDirectional extends RenderPass {
constructor(device, shadowRenderer, light, camera, allCascadesRendering) {
super(device);
this.shadowRenderer = shadowRenderer;
this.light = light;
this.camera = camera;
this.allCascadesRendering = allCascadesRendering;
}
execute() {
const {
light,
camera,
shadowRenderer,
allCascadesRendering
} = this;
const faceCount = light.numShadowFaces;
const shadowUpdateOverrides = light.shadowUpdateOverrides;
for (let face = 0; face < faceCount; face++) {
if ((shadowUpdateOverrides == null ? void 0 : shadowUpdateOverrides[face]) !== SHADOWUPDATE_NONE) {
shadowRenderer.renderFace(light, camera, face, !allCascadesRendering);
}
if ((shadowUpdateOverrides == null ? void 0 : shadowUpdateOverrides[face]) === SHADOWUPDATE_THISFRAME) {
shadowUpdateOverrides[face] = SHADOWUPDATE_NONE;
}
}
}
after() {
this.shadowRenderer.renderVsm(this.light, this.camera);
}
}
export { RenderPassShadowDirectional };