playcanvas
Version:
PlayCanvas WebGL game engine
33 lines (32 loc) • 1.42 kB
TypeScript
/**
* @import { FrameGraph } from '../../scene/frame-graph.js'
* @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'
* @import { Light } from '../../scene/light.js'
* @import { Renderer } from './renderer.js'
* @import { ShadowRenderer } from './shadow-renderer.js'
*/
export class ShadowRendererLocal {
constructor(renderer: any, shadowRenderer: any);
shadowLights: any[];
/** @type {Renderer} */
renderer: Renderer;
/** @type {ShadowRenderer} */
shadowRenderer: ShadowRenderer;
/** @type {GraphicsDevice} */
device: GraphicsDevice;
cull(light: any, comp: any, casters?: any): void;
prepareLights(shadowLights: any, lights: any): any;
/**
* Prepare render passes for rendering of shadows for local non-clustered lights. Each shadow face
* is a separate render pass as it renders to a separate render target.
*
* @param {FrameGraph} frameGraph - The frame graph.
* @param {Light[]} localLights - The list of local lights.
*/
buildNonClusteredRenderPasses(frameGraph: FrameGraph, localLights: Light[]): void;
}
import type { Renderer } from './renderer.js';
import type { ShadowRenderer } from './shadow-renderer.js';
import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';
import type { FrameGraph } from '../../scene/frame-graph.js';
import type { Light } from '../../scene/light.js';