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@itwin/core-frontend

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import { Map4d, Matrix4d, Vector3d } from "@itwin/core-geometry"; import { Frustum, SolarShadowSettings } from "@itwin/core-common"; import { SceneContext } from "../../../ViewContext"; import { RenderGraphic } from "../../../render/RenderGraphic"; import { RenderMemory } from "../../../render/RenderMemory"; import { WebGLDisposable } from "./Disposable"; import { Target } from "./Target"; import { Texture } from "./Texture"; export declare class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable { private _bundle?; private _projectionMatrix; private _graphics; private _shadowFrustum; private _isReady; private _isDrawing; private _enabled; private _params?; private readonly _scratchRange; private readonly _scratchTransform; private readonly _scratchViewFlags; private readonly _renderState; private readonly _noZRenderState; private readonly _batchState; private _worldToViewMap; private readonly _target; onGraphicsChanged?: (graphics: RenderGraphic[]) => void; private getBundle; get isReady(): boolean; get isDrawing(): boolean; get isEnabled(): boolean; get projectionMatrix(): Matrix4d; get depthTexture(): Texture | undefined; get shadowMapTexture(): Texture | undefined; get settings(): SolarShadowSettings | undefined; get direction(): Vector3d | undefined; get frustum(): Frustum; get worldToViewMap(): Map4d; addGraphic(graphic: RenderGraphic): void; constructor(target: Target); disable(): void; collectStatistics(stats: RenderMemory.Statistics): void; get isDisposed(): boolean; [Symbol.dispose](): void; private clearGraphics; private notifyGraphicsChanged; update(context: SceneContext | undefined): void; draw(target: Target): void; } //# sourceMappingURL=SolarShadowMap.d.ts.map