@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
25 lines (24 loc) • 1.26 kB
TypeScript
/**
* @ignore
*/
export class ShadowRendererDirectional {
constructor(renderer: any, shadowRenderer: any);
/** @type {import('./renderer.js').Renderer} */
renderer: import("./renderer.js").Renderer;
/** @type {import('./shadow-renderer.js').ShadowRenderer} */
shadowRenderer: import("./shadow-renderer.js").ShadowRenderer;
/** @type {import('../../platform/graphics/graphics-device.js').GraphicsDevice} */
device: import("../../platform/graphics/graphics-device.js").GraphicsDevice;
cull(light: any, comp: any, camera: any, casters?: any): void;
generateSplitDistances(light: any, nearDist: any, farDist: any): void;
/**
* Create a render pass for directional light shadow rendering for a specified camera.
*
* @param {import('../light.js').Light} light - The directional light.
* @param {import('../camera.js').Camera} camera - The camera.
* @returns {RenderPassShadowDirectional|null} - The render pass if the shadow rendering is
* required, or null otherwise.
*/
getLightRenderPass(light: import("../light.js").Light, camera: import("../camera.js").Camera): RenderPassShadowDirectional | null;
}
import { RenderPassShadowDirectional } from './render-pass-shadow-directional.js';