beginPassRender(): void
The "beginPassRender" function.
Initialize the pass.
drawMesh(mesh: Gfx3Mesh, matrix): void
The "drawMesh" function draw a mesh.
mesh: The mesh.
matrix: The `matrix` parameter is an optional parameter that represents
a transformation 4x4 matrix.
endPassRender(): void
The "endPassRender" function.
Close the pass.
getDepthTexture(): Gfx3Texture
The "getDepthTexture" function returns the depth texture.
getLVPMatrix(): Float32Array
The "getLVPMatrix" function returns the light view projection matrix (LVP).
render(): void
The "render" function.
setDepthTextureSize(depthTextureSize: number): void
The "setDepthTextureSize" function sets the size of a the shadow map depth texture.
depthTextureSize: The `depthTextureSize` parameter represents the size of the depth texture.
setShadowProjection(position: vec3, target: vec3, size: number, depth: number): void
The "setShadowProjection" function sets up a shadow projection matrix based on the given position, target, size, and
depth.
position: The `position` parameter representing the position of the light source in the scene.
target: The `target` parameter is used to determine the direction in which the shadow is pointing.
size: The `size` parameter is used to determines the size of the shadow map that will be generated.
depth: The `depth` parameter is used to determines how far the shadow projection extends in the scene.