Create a shadow map from a SpotLight by rendering to a depth texture using a PerspectiveCamera.

Hierarchy (View Summary)

Constructors

Properties

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.

renderBundle: RenderBundle

Optional RenderBundle to use for rendering the depth meshes.

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.

light: SpotLight

SpotLight associated with this SpotShadow.

Options used to create this SpotShadow.

Shadow PerspectiveCamera used for shadow calculations.

focus: number

Focus of the camera. Default to 1.

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