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    Class ShadowsPass

    Shadows rendering service.

    Inheritance
    Singleton
    RendererPass
    ShadowsPass
    Inherited Members
    RendererPassBase::_hasValidResources
    RendererPassBase::checkIfSkipPass()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Object::Flags
    Singleton::Instance()
    RendererPassBase::invalidateResources()
    RendererPassBase::IsReady()
    Object::OnDeleteObject()
    RendererPassBase::RendererPassBase()
    Singleton::Singleton()
    Object::~Object()
    Singleton::~Singleton()
    Assembly: FlaxEngine.dll
    File: Engine/Renderer/ShadowsPass.h
    Syntax
    public class ShadowsPass : public RendererPass

    Methods

    Dispose()

    Cleanup service data.

    Declaration
    public virtual void Dispose() override
    Overrides
    RendererPassBase::Dispose()

    GetShadowAtlas(const RenderBuffers* renderBuffers, GPUTexture*& shadowMapAtlas, GPUBufferView*& shadowsBuffer)

    Gets the shadow atlas texture and shadows buffer for shadow projection in shaders.

    Declaration
    public static void GetShadowAtlas(const RenderBuffers* renderBuffers, GPUTexture*& shadowMapAtlas, GPUBufferView*& shadowsBuffer)
    Parameters
    RenderBuffers renderBuffers

    The render buffers that store frame context.

    GPUTexture shadowMapAtlas

    The output shadow map atlas texture or null if unused.

    GPUBufferView shadowsBuffer

    The output shadows buffer or null if unused.

    Init()

    Initialize service.

    Declaration
    public virtual bool Init() override
    Returns
    bool

    Overrides
    RendererPassBase::Init()

    RenderShadowMaps(RenderContextBatch& renderContextBatch)

    Renders the shadow maps for all lights (into atlas).

    Declaration
    public void RenderShadowMaps(RenderContextBatch& renderContextBatch)
    Parameters
    RenderContextBatch renderContextBatch

    RenderShadowMask(RenderContextBatch& renderContextBatch, RenderLightData& light, GPUTextureView* shadowMask)

    Renders the shadow mask for the given light.

    Declaration
    public void RenderShadowMask(RenderContextBatch& renderContextBatch, RenderLightData& light, GPUTextureView* shadowMask)
    Parameters
    RenderContextBatch renderContextBatch

    The rendering context batch.

    RenderLightData light

    The light.

    GPUTextureView shadowMask

    The shadow mask (output).

    setupResources()

    Declaration
    protected virtual bool setupResources() override
    Returns
    bool

    Overrides
    RendererPassBase::setupResources()

    SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch)

    Setups the shadows rendering for batched scene drawing. Checks which lights will cast a shadow.

    Declaration
    public void SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch)
    Parameters
    RenderContext renderContext

    RenderContextBatch renderContextBatch

    ToString()

    Gets the string representation of this object.

    Declaration
    public virtual String ToString() const override
    Returns
    String

    Overrides
    Object::ToString()
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