Table of Contents

Class LightPointShadowMapRendererCubeMap

Namespace
Stride.Rendering.Shadows
Assembly
Stride.Rendering.dll

Renders omnidirectional shadow maps using a simulated cubemap inside of the shadow map atlas

public class LightPointShadowMapRendererCubeMap : LightShadowMapRendererBase, ILightShadowMapRenderer, ILightShadowRenderer
Inheritance
LightPointShadowMapRendererCubeMap
Implements
Inherited Members

Constructors

LightPointShadowMapRendererCubeMap()

public LightPointShadowMapRendererCubeMap()

Fields

BorderPixels

public const int BorderPixels = 8

Field Value

int

Methods

CanRenderLight(IDirectLight)

Test if this renderer can render this kind of light

public override bool CanRenderLight(IDirectLight light)

Parameters

light IDirectLight

Returns

bool

Collect(RenderContext, RenderView, LightShadowMapTexture)

public override void Collect(RenderContext context, RenderView sourceView, LightShadowMapTexture lightShadowMap)

Parameters

context RenderContext
sourceView RenderView
lightShadowMap LightShadowMapTexture

CreateShaderGroupData(LightShadowType)

public override ILightShadowMapShaderGroupData CreateShaderGroupData(LightShadowType shadowType)

Parameters

shadowType LightShadowType

Returns

ILightShadowMapShaderGroupData

CreateShadowMapTexture(RenderView, RenderLight, IDirectLight, int)

public override LightShadowMapTexture CreateShadowMapTexture(RenderView renderView, RenderLight renderLight, IDirectLight light, int shadowMapSize)

Parameters

renderView RenderView
renderLight RenderLight
light IDirectLight
shadowMapSize int

Returns

LightShadowMapTexture

Reset(RenderContext)

Reset the state of this instance before calling Render method multiple times for different shadow map textures. See remarks.

public override void Reset(RenderContext context)

Parameters

context RenderContext

Remarks

This method allows the implementation to prepare some internal states before being rendered.