Packagelaya.d3.shadowMap
Classpublic class ParallelSplitShadowMap
InheritanceParallelSplitShadowMap Inheritance Object

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Public Properties
 PropertyDefined By
  PSSMNum : int
ParallelSplitShadowMap
Public Methods
 MethodDefined By
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
beginRenderTarget(index:int):void
ParallelSplitShadowMap
  
calcSplitFrustum(sceneCamera:BaseCamera):void
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
endRenderTarget(index:int):void
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
getSplitDistance(index:int):Number
ParallelSplitShadowMap
  
ParallelSplitShadowMap
  
multiplyMatrixOutFloat32Array(left:Matrix4x4, right:Matrix4x4, out:Float32Array):void
[static] 计算两个矩阵的乘法
ParallelSplitShadowMap
  
setFarDistance(value:Number):void
ParallelSplitShadowMap
  
setInfo(scene:Scene, maxDistance:Number, globalParallelDir:Vector3, shadowMapTextureSize:int, numberOfPSSM:int, PCFType:int):void
ParallelSplitShadowMap
  
setPCFType(PCFtype:int):void
ParallelSplitShadowMap
  
ParallelSplitShadowMap
Property Detail
PSSMNumproperty
PSSMNum:int


Implementation
    public function get PSSMNum():int
    public function set PSSMNum(value:int):void
Constructor Detail
ParallelSplitShadowMap()Constructor
public function ParallelSplitShadowMap()



Method Detail
_setGlobalParallelLightDir()method
public function _setGlobalParallelLightDir(dir:Vector3):void

Parameters

dir:Vector3

beginRenderTarget()method 
public function beginRenderTarget(index:int):void

Parameters

index:int

calcSplitFrustum()method 
public function calcSplitFrustum(sceneCamera:BaseCamera):void

Parameters

sceneCamera:BaseCamera

disposeAllRenderTarget()method 
public function disposeAllRenderTarget():void

endRenderTarget()method 
public function endRenderTarget(index:int):void

Parameters

index:int

getCurrentPSSM()method 
public function getCurrentPSSM():int

Returns
int
getFarDistance()method 
public function getFarDistance():Number

Returns
Number
getGlobalParallelLightDir()method 
public function getGlobalParallelLightDir():Vector3

Returns
Vector3
getLightCamera()method 
public function getLightCamera(index:int):Camera

Parameters

index:int

Returns
Camera
getLightFrustumCulling()method 
public function getLightFrustumCulling(currentPSSM:int):BoundFrustum

Parameters

currentPSSM:int

Returns
BoundFrustum
getPCFType()method 
public function getPCFType():int

Returns
int
getRenderTarget()method 
public function getRenderTarget(index:int):RenderTexture

Parameters

index:int

Returns
RenderTexture
getShadowMapTextureSize()method 
public function getShadowMapTextureSize():int

Returns
int
getSplitDistance()method 
public function getSplitDistance(index:int):Number

Parameters

index:int

Returns
Number
getSplitFrustumCulling()method 
public function getSplitFrustumCulling():BoundFrustum

Returns
BoundFrustum
multiplyMatrixOutFloat32Array()method 
public static function multiplyMatrixOutFloat32Array(left:Matrix4x4, right:Matrix4x4, out:Float32Array):void

计算两个矩阵的乘法

Parameters

left:Matrix4x4 — left矩阵
 
right:Matrix4x4 — right矩阵
 
out:Float32Array — 输出矩阵

setFarDistance()method 
public function setFarDistance(value:Number):void

Parameters

value:Number

setInfo()method 
public function setInfo(scene:Scene, maxDistance:Number, globalParallelDir:Vector3, shadowMapTextureSize:int, numberOfPSSM:int, PCFType:int):void

Parameters

scene:Scene
 
maxDistance:Number
 
globalParallelDir:Vector3
 
shadowMapTextureSize:int
 
numberOfPSSM:int
 
PCFType:int

setPCFType()method 
public function setPCFType(PCFtype:int):void

Parameters

PCFtype:int

setShadowMapTextureSize()method 
public function setShadowMapTextureSize(size:int):void

Parameters

size:int