Create a shadow map from a DirectionalLight by rendering to a depth texture using a view Mat4 based on the DirectionalLight position and target and an orthographic shadow camera Mat4.

Hierarchy (View Summary)

Constructors

Properties

DirectionalLight associated with this DirectionalShadow.

Orthographic shadow camera to use for shadow calculations.

Options used to create this DirectionalShadow.

renderer: CameraRenderer

The CameraRenderer used to create this Shadow.

index: number

Index of this Shadow used in the corresponding CameraRenderer shadow buffer binding.

sampleCount: number

Sample count of the depthTexture. Only 1 is accepted for now.

depthTextureSize: Vec2

Size of the depth Texture to use. Default to Vec2(512).

depthTextureFormat: GPUTextureFormat

Format of the depth Texture to use. Default to depth24plus.

depthTexture: Texture

Depth Texture used to create the shadow map.

depthPassTarget: RenderTarget

Depth RenderTarget onto which the castingMeshes will be rendered.

depthComparisonSampler: Sampler

Depth comparison Sampler used to compare depth in the shaders.

castingMeshes: Map<string, Mesh>

Map of all the parent Mesh casting shadows used to create the depth meshes.

depthMeshes: Map<string, Mesh>

Map of all the depth Mesh rendered to the shadow map.

rendererBinding: BufferBinding

CameraRenderer corresponding BufferBinding that holds all the bindings for this type of shadow to send to the shaders.

Accessors

  • get isActive(): boolean
  • Get whether this Shadow is actually casting shadows.

    Returns boolean

    • Whether this Shadow is actually casting shadows.
  • set isActive(value: boolean): void
  • Start or stop casting shadows.

    Parameters

    • value: boolean

      New active state.

    Returns void

Methods