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Class that can be used to wrap a base material to generate accurate shadows when using custom vertex/fragment code in the base material

Hierarchy

  • ShadowDepthWrapper

Index

Constructors

  • Instantiate a new shadow depth wrapper. It works by injecting some specific code in the vertex/fragment shaders of the base material and is used by a shadow generator to generate the shadow depth map. For more information, please refer to the documentation: https://doc.babylonjs.com/babylon101/shadows

    Parameters

    Returns ShadowDepthWrapper

Accessors

  • Gets the base material the wrapper is built upon

    Returns Material

  • get standalone(): boolean
  • Gets the standalone status of the wrapper

    Returns boolean

Methods

  • dispose(): void
  • Disposes the resources

    Returns void

  • Gets the effect to use to generate the depth map

    Parameters

    • subMesh: Nullable<SubMesh>

      subMesh to get the effect for

    • shadowGenerator: ShadowGenerator

      shadow generator to get the effect for

    • passIdForDrawWrapper: number

      Id of the pass for which the effect from the draw wrapper must be retrieved from

    Returns Nullable<DrawWrapper>

    the effect to use to generate the depth map for the subMesh + shadow generator specified

  • isReadyForSubMesh(subMesh: SubMesh, defines: string[], shadowGenerator: ShadowGenerator, useInstances: boolean, passIdForDrawWrapper: number): boolean
  • Specifies that the submesh is ready to be used for depth rendering

    Parameters

    • subMesh: SubMesh

      submesh to check

    • defines: string[]

      the list of defines to take into account when checking the effect

    • shadowGenerator: ShadowGenerator

      combined with subMesh, it defines the effect to check

    • useInstances: boolean

      specifies that instances should be used

    • passIdForDrawWrapper: number

      Id of the pass for which the draw wrapper should be created

    Returns boolean

    a boolean indicating that the submesh is ready or not

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